Rhistel
2016-08-04, 01:34 PM
Originally Posted by The Demented One
Epic Martial Disciplines
Epic martial disciplines are the fighting styles of the most powerful warriors and swordsmen in all creation. Powerful secret techniques wielded by gods, archfiends, and epic heroes, they represent the absolute pinnacle of the Sublime Way.
Learning Epic Martial Disciplines
Every epic discipline has an epic feat associated with it, called an initiation feat. Once an epic character has taken the initiation feat of a discipline, he gains the ability to learn the maneuvers of that epic discipline. Unlike normal maneuvers, epic maneuvers must be learned individually–each one has a unique XP cost and training time to learn. Learning even a single epic maneuver is an arduous quest for the mightiest of heroes, as they must seek out a master of the discipline to learn it from. Such beings include deities, demon princes, and things far more strange. Without such a mentor, the training time required to learn an epic maneuver is doubled–and even then, the pinnacle maneuver of an epic discipline can never be learned without a mentor. As with normal martial maneuvers, a martial adept must meet certain prerequisite number of maneuvers known from the same discipline to learn epic maneuvers. Each discipline has a single “pinnacle” maneuver, one that requires all other maneuvers of the discipline to be learned before it can be mastered.
Using Epic Maneuvers
Epic maneuvers are readied and initiated differently than normal maneuvers. Whenever a martial adept readies his maneuvers, he may choose a single epic martial discipline to ready for that day. Doing so readies all epic maneuvers of that discipline that he has learned. They do not count towards his normal maneuvers readied. Each readied epic maneuver can be initiated once per encounter–they cannot be recovered by any means. The martial adept may enter epic stances of his readied discipline as if they were normal martial stances, save that no ability or effect can ever allow him to gain the benefits of any other or second stance at the same time as he gains the benefits of an epic stance. Epic maneuvers do not have a level, but are treated as being of 10th level for all purposes. The saving throw against an epic maneuver has a DC of 20 + the listed ability modifier, although many epic maneuvers list ways in which their DC can be increased. All epic maneuvers are extraordinary abilities, unless otherwise listed
Hi all, i'm trying to create an asian-like samurai epic discipline, i've created 3-4 maneuvers over 10 needed to complete it and, important thing, i'm not an english mothertongue so my grammatic will not be perfect so please, don't be too cruel :smallredface: :
Samayōyaiba no michi, Way of the Wandering Blade
Description: I'll traslate it soon :)
Feat
Master of the Wandering Blade [Epic, Initiate]
Prerequisite: Iaijutzu Focus 23, Ability focus (Iaijutsu Focus), Improved initiative, Superior initiative, Dire charge.
Benefici: All the iaijutsu focus bonus dices are maximized and is no longer necessary to extract your weapon in order to make a Iaijutsu attack. You can now make a Iaijutsu attack every time your target doesn't have the Dex bonus to AC and when flanking it.
In addition, you may learn maneuvers from the Way of the Wandering Blade discipline.
Wind's Alacrity
Samayōyaiba no michi (Counter)
Initiation Action: Immediate
Range: Personal
Target: You
Duration: Instantaneous
XP Cost: 20,000 XP
Training Time: 10 days
Start first and roll initiative, if you start before all other enemies you will gain a surprise round.
Moment of lighting clarity
Samayōyaiba no michi (Counter)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: Immediate
Range: Personal
Target: You
Duration: Instantaneous
XP Cost: 30,000 XP
Training Time: 15 days
USable when an enemy in melee reach use an immediate action, prepared action, contingent action or any other action that can interrupt you. You will gain a free standard action and the target is flat footed. Special: you canno tbe interrupted when doing this spec
Istintive dodge
Samayōyaiba no michi (Counter)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: Immediate
Range: Personale
Target: A melee attack
Duration: Instantaneous
XP Cost: 30,000 XP
Training Time: 15 days
When an enemy targets you with a melee attack you can use this ability and roll an opposite check of Iaijutsu focus agains't her attack roll. You you succed you can teleport adjacent to the target and the attack miss. If you don't succed you can teleport but have only 50% miss chance
Slashing the eternity
Samayōyaiba no michi (Boost)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: Swift action
Range: Personale
Target: 1 round
XP Cost: 30,000 XP
Training Time: 15 days
You focus all your training in a few seconds. Until the beginning of your next round all your attacks can be done with Iaijutsu focus skill with a +10 to the check. You add the Cha bonus to each dices and double the dices. (You won't double the Cha bonus so 2d6+cha each normal dice)
Lightning blink of the invisible blade
Samayōyaiba no michi (Rush)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: Move action
Range: 5 times move capacity
Target: Personal
Duration: Instantaneous
XP Cost: 30,000 XP
Training Time: 15 days
Increase your move speed by 5 times, ignore difficult terrain and opportunity attacks but you can move only in straight lines of 20 ft and turn to 45 grades. Every enermy you walk over must do an opposite roll of perception against your Iaijutsu focus or be flat-footed for one round. Target with 5 Dv less than you initiator level are automatically flat-footed.
[No name]
Samayōyaiba no michi (-)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: -
Range: -
Target: -
Duration: -
XP Cost: 30,000 XP
Training Time: 15 days
Wind Lord's Rage
Samayōyaiba no michi (Stance)
Prerequisite: 2 Samayōyaiba no michi maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance
XP Cost: 45,000 XP
Training Time: 20 days
A powerful frost wind run around you, guiding every attacks. Every time you make a melee attack you have 30 ft range
Blade Tornado
Samayōyaiba no michi (Strike)
Prerequisite: 2 Samayōyaiba no michi maneuvers
Initiation Action: Standard action
Range: Cilinder with 30 ft diameter and 120 ft height
Target: You
Durata: Concentration or 1d4+2 round (See text)
XP Cost: 45,000 XP
Training Time: 20 days
You creato a tornado of sharp wind with 30 ft diameter and 120 ft height where you can move freely horizontally e vertically at double speed. When you initiate this maneouver you chose one held weapon, Inside the area of effect all the creatures take one simple attack damage without crit or other effect like challenge, smite and so on. Every creature in 60 feet of the tornado must make a reflex save (DC 10+1/2 initiator level + Car) to avoid the Tornado Weather effect and to be pulled in.
If you chose to interrupt the concentration you can chose a direction and the Tornado will move in that way for 1d4+2 round with 45 ft speed
Destruction of Heaven's Gate
Samayōyaiba no michi (Strike)
Prerequisite: 2 Samayōyaiba no michi maneuvers
Initiation Action: Standard action
Range: Melee reach
Target: One creature or object
Duration: Istantaneous
XP Cost: 45,000 XP
Training Time: 20 days
After channeling all you spirit and ki to you blade, you strike the opponent with a devastating attack that ignore all resistance or damage reduction and hardness, ignoring armor, shield and natural armor with a +10 to the attack. If the target creature possess 1 Dv less than the initiator level must success a fort save equal half a iaijutsu focus check of the initiator or be cutted in half, if the target saves will remain at 1d4 HP. This effect ignore immunity to death effect of any sort.
A creature with equal or more DV must suceed a Fort save or lost 50% of total HP, if saves it'll lost only 25% of total hp.
If the target is an object, it will be reduced to 0 and destroyed automatically. It's possible to destroy 100m² for each point of iaijutsu focus the initiator has
Kami no Ikari, God's Fury [Pinnacle]
Samayōyaiba no michi (Srike)
Prerequisito: 8 Samayōyaiba no michi maneuvers
Initiation Action: One complete action
Range: 90 feet
Target: One creature
Duration: Instant
XP Cost: 100,000 XP
Training Time: 50 days
You can move fly 90 feet in straight line and all creature in 15 ft reach of your movment must make a reflex save (DC 10+1/2 initiator level + Car) to avoid the Tornado Weather and a melee attack. When you reach the target you can do a complete attack. After it you do an opposite check of Iaijutsu focus against perception, if you win it you trow the targed in air to 60ft+10ft for every point of iaijutsu focus over the perception and you move freely to the target and do a second full attack to flat footed AC. After if you d a second opposite check, if you win that too you trow the enemy to the ground doing a thirth full attack to a Flat-footed and contact AC and doing 1d6 point of damage for every 5 ft af falling. At the impact, all enemy in a reach of half the falling ft must make a reflex save to halve half of the d6 of the enemy fall. It counts as a charge
Epic Martial Disciplines
Epic martial disciplines are the fighting styles of the most powerful warriors and swordsmen in all creation. Powerful secret techniques wielded by gods, archfiends, and epic heroes, they represent the absolute pinnacle of the Sublime Way.
Learning Epic Martial Disciplines
Every epic discipline has an epic feat associated with it, called an initiation feat. Once an epic character has taken the initiation feat of a discipline, he gains the ability to learn the maneuvers of that epic discipline. Unlike normal maneuvers, epic maneuvers must be learned individually–each one has a unique XP cost and training time to learn. Learning even a single epic maneuver is an arduous quest for the mightiest of heroes, as they must seek out a master of the discipline to learn it from. Such beings include deities, demon princes, and things far more strange. Without such a mentor, the training time required to learn an epic maneuver is doubled–and even then, the pinnacle maneuver of an epic discipline can never be learned without a mentor. As with normal martial maneuvers, a martial adept must meet certain prerequisite number of maneuvers known from the same discipline to learn epic maneuvers. Each discipline has a single “pinnacle” maneuver, one that requires all other maneuvers of the discipline to be learned before it can be mastered.
Using Epic Maneuvers
Epic maneuvers are readied and initiated differently than normal maneuvers. Whenever a martial adept readies his maneuvers, he may choose a single epic martial discipline to ready for that day. Doing so readies all epic maneuvers of that discipline that he has learned. They do not count towards his normal maneuvers readied. Each readied epic maneuver can be initiated once per encounter–they cannot be recovered by any means. The martial adept may enter epic stances of his readied discipline as if they were normal martial stances, save that no ability or effect can ever allow him to gain the benefits of any other or second stance at the same time as he gains the benefits of an epic stance. Epic maneuvers do not have a level, but are treated as being of 10th level for all purposes. The saving throw against an epic maneuver has a DC of 20 + the listed ability modifier, although many epic maneuvers list ways in which their DC can be increased. All epic maneuvers are extraordinary abilities, unless otherwise listed
Hi all, i'm trying to create an asian-like samurai epic discipline, i've created 3-4 maneuvers over 10 needed to complete it and, important thing, i'm not an english mothertongue so my grammatic will not be perfect so please, don't be too cruel :smallredface: :
Samayōyaiba no michi, Way of the Wandering Blade
Description: I'll traslate it soon :)
Feat
Master of the Wandering Blade [Epic, Initiate]
Prerequisite: Iaijutzu Focus 23, Ability focus (Iaijutsu Focus), Improved initiative, Superior initiative, Dire charge.
Benefici: All the iaijutsu focus bonus dices are maximized and is no longer necessary to extract your weapon in order to make a Iaijutsu attack. You can now make a Iaijutsu attack every time your target doesn't have the Dex bonus to AC and when flanking it.
In addition, you may learn maneuvers from the Way of the Wandering Blade discipline.
Wind's Alacrity
Samayōyaiba no michi (Counter)
Initiation Action: Immediate
Range: Personal
Target: You
Duration: Instantaneous
XP Cost: 20,000 XP
Training Time: 10 days
Start first and roll initiative, if you start before all other enemies you will gain a surprise round.
Moment of lighting clarity
Samayōyaiba no michi (Counter)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: Immediate
Range: Personal
Target: You
Duration: Instantaneous
XP Cost: 30,000 XP
Training Time: 15 days
USable when an enemy in melee reach use an immediate action, prepared action, contingent action or any other action that can interrupt you. You will gain a free standard action and the target is flat footed. Special: you canno tbe interrupted when doing this spec
Istintive dodge
Samayōyaiba no michi (Counter)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: Immediate
Range: Personale
Target: A melee attack
Duration: Instantaneous
XP Cost: 30,000 XP
Training Time: 15 days
When an enemy targets you with a melee attack you can use this ability and roll an opposite check of Iaijutsu focus agains't her attack roll. You you succed you can teleport adjacent to the target and the attack miss. If you don't succed you can teleport but have only 50% miss chance
Slashing the eternity
Samayōyaiba no michi (Boost)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: Swift action
Range: Personale
Target: 1 round
XP Cost: 30,000 XP
Training Time: 15 days
You focus all your training in a few seconds. Until the beginning of your next round all your attacks can be done with Iaijutsu focus skill with a +10 to the check. You add the Cha bonus to each dices and double the dices. (You won't double the Cha bonus so 2d6+cha each normal dice)
Lightning blink of the invisible blade
Samayōyaiba no michi (Rush)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: Move action
Range: 5 times move capacity
Target: Personal
Duration: Instantaneous
XP Cost: 30,000 XP
Training Time: 15 days
Increase your move speed by 5 times, ignore difficult terrain and opportunity attacks but you can move only in straight lines of 20 ft and turn to 45 grades. Every enermy you walk over must do an opposite roll of perception against your Iaijutsu focus or be flat-footed for one round. Target with 5 Dv less than you initiator level are automatically flat-footed.
[No name]
Samayōyaiba no michi (-)
Prerequisito: 1 Samayōyaiba no michi maneuver
Initiation Action: -
Range: -
Target: -
Duration: -
XP Cost: 30,000 XP
Training Time: 15 days
Wind Lord's Rage
Samayōyaiba no michi (Stance)
Prerequisite: 2 Samayōyaiba no michi maneuvers
Initiation Action: Swift action
Range: Personal
Target: You
Duration: Stance
XP Cost: 45,000 XP
Training Time: 20 days
A powerful frost wind run around you, guiding every attacks. Every time you make a melee attack you have 30 ft range
Blade Tornado
Samayōyaiba no michi (Strike)
Prerequisite: 2 Samayōyaiba no michi maneuvers
Initiation Action: Standard action
Range: Cilinder with 30 ft diameter and 120 ft height
Target: You
Durata: Concentration or 1d4+2 round (See text)
XP Cost: 45,000 XP
Training Time: 20 days
You creato a tornado of sharp wind with 30 ft diameter and 120 ft height where you can move freely horizontally e vertically at double speed. When you initiate this maneouver you chose one held weapon, Inside the area of effect all the creatures take one simple attack damage without crit or other effect like challenge, smite and so on. Every creature in 60 feet of the tornado must make a reflex save (DC 10+1/2 initiator level + Car) to avoid the Tornado Weather effect and to be pulled in.
If you chose to interrupt the concentration you can chose a direction and the Tornado will move in that way for 1d4+2 round with 45 ft speed
Destruction of Heaven's Gate
Samayōyaiba no michi (Strike)
Prerequisite: 2 Samayōyaiba no michi maneuvers
Initiation Action: Standard action
Range: Melee reach
Target: One creature or object
Duration: Istantaneous
XP Cost: 45,000 XP
Training Time: 20 days
After channeling all you spirit and ki to you blade, you strike the opponent with a devastating attack that ignore all resistance or damage reduction and hardness, ignoring armor, shield and natural armor with a +10 to the attack. If the target creature possess 1 Dv less than the initiator level must success a fort save equal half a iaijutsu focus check of the initiator or be cutted in half, if the target saves will remain at 1d4 HP. This effect ignore immunity to death effect of any sort.
A creature with equal or more DV must suceed a Fort save or lost 50% of total HP, if saves it'll lost only 25% of total hp.
If the target is an object, it will be reduced to 0 and destroyed automatically. It's possible to destroy 100m² for each point of iaijutsu focus the initiator has
Kami no Ikari, God's Fury [Pinnacle]
Samayōyaiba no michi (Srike)
Prerequisito: 8 Samayōyaiba no michi maneuvers
Initiation Action: One complete action
Range: 90 feet
Target: One creature
Duration: Instant
XP Cost: 100,000 XP
Training Time: 50 days
You can move fly 90 feet in straight line and all creature in 15 ft reach of your movment must make a reflex save (DC 10+1/2 initiator level + Car) to avoid the Tornado Weather and a melee attack. When you reach the target you can do a complete attack. After it you do an opposite check of Iaijutsu focus against perception, if you win it you trow the targed in air to 60ft+10ft for every point of iaijutsu focus over the perception and you move freely to the target and do a second full attack to flat footed AC. After if you d a second opposite check, if you win that too you trow the enemy to the ground doing a thirth full attack to a Flat-footed and contact AC and doing 1d6 point of damage for every 5 ft af falling. At the impact, all enemy in a reach of half the falling ft must make a reflex save to halve half of the d6 of the enemy fall. It counts as a charge