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View Full Version : D&D 3.x Other [D&D 3.5] Tome of Battle Discipline and Primordialist Option



Gunhaven
2017-06-17, 10:39 PM
So I found myself in an epic game that supported me doing nonsense with the Primordialist (http://www.giantitp.com/forums/showthread.php?237502-3-5-The-Primordialist-Martial-Adept-Base-Class), including making up a discipline and such for mine guy. I also noticed a severe lack of lava effects that felt thematic for the character otherwise. Plus the ones that existed didn't fit the whole "I crash into a planet before wrecking things" and were more "I make a small pool of lava versus stopping time." So I took the opportunity to brew up something that I now share for the off chance someone else wants to play a celestial object in a game filled with humans.

Here's the Falling Meteor discipline! Skill is Jump, Weapons are Warhammer, Slam, Greatclub (others may be applicable, really it's any 2 handed bludgeoning weapon that's heavy, plus Slam).

Fire Plummeting Blow
Falling Meteor (Strike)
Action: Standard
Range: Melee
Target: One Enemy
Duration: Instantaneous
The Falling Meteor discipline teaches their initiators how to channel the weight of their weapons to devastating effect. The air itself heats up their weapons as they bring it down upon their foe, potentially leaving fires that linger upon their body.

When initiating this maneuver make a melee attack against a nearby foe. If you’re successful then you deal normal weapon damage plus 2d6 fire damage. For the next 1d3 rounds after a successful strike the foe continues to take 1d6 fire damage, no attempts of rolling on the ground or dousing with water will put out this fire; only time.

Wildfire Spreading Technique
Falling Meteor (Boost)
Action: Immediate
Range: Melee
Target: One enemy recently dealt fire damage
Duration: Instantaneous
All it takes is a spark to spread a fire and the martial adept who studies the Falling Meteor understand this better than any other. For a split second fire is dealt to their chosen foe before it takes hold and spreads across their soon to be shattered body.

As a reaction to dealing fire damage from whatever source, the foe must make a reflex save against your maneuver DC or catch fire. This fire lasts until it’s put out as a standard action with a DC equal to the initial DC to catch fire, dealing 1d6 points of Fire Damage each round until it is.

Wood Like Paper
Falling Meteor (Stance)
Action: Swift
Range: Personal
Target: You
Duration: Stance
Much like an asteroid plummeting toward the earth, disciples of the Falling Meteor first learn to break through that which stops them. Shields raised against their plummeting weapons offer no more protection than a piece of paper, shattering like glass.

While in this stance, you ignore one point of hardness per initiator level when attempting to sunder an object. This ability stacks with similar reductions or ignorance of hardness (such as an Adamantine Warhammer sundering a Steel Shield would ignore Hardness less than 20 + Initiator Level).


Stone Encrusting Technique
Falling Meteor (Counter)
Action: Immediate
Range: Personal
Target: You
Duration: Until the end of your next turn.
Like an asteroid, an initiator of the Falling Meteor learns to toughen up their skin against the strikes of their foes. Much like an asteroid turns aside lesser debris; the initiator ignores lesser weapons as they pummel their chosen enemy.

As a reaction you gain DR 5/Adamantine that stacks with other sources of DR -/Adamantine (but not other forms such as Magic, Good, or Untyped). This damage reduction lasts until the end of your next turn (or your current turn if you initiate the maneuver on your turn).

Stone Ignorance Strike
Falling Meteor (Strike)
Action: Standard
Range: Melee
Target: One Enemy
Duration: Instantaneous
Even as an initiator learns to protect themselves like the Falling Meteor they continue to practice breaking through their foe’s defense. A tough hide is just as easy to break through with their clubs as a mewling pup with equal results for those foolish to stand against them.

When initiating this maneuver make a melee attack against a nearby foe. If you’re successful then you deal normal weapon damage and an additional 2d6 bludgeoning damage. This damage ignores any damage reduction the target may have (ranging anywhere from Magic to Adamantine, including Untyped).


Rising Comet Technique
Falling Meteor (Stance)
Action: Stance
Range: You
Target: Personal
Duration: Stance
Much like a comet streaking through the sky, the initiate of the Falling Meteor grasp the concept of breaking free of gravity. From a standing jump they are now able to vault over the highest obstacle and come crashing down upon their foes.

While in this stance you ignore the penalty for not having a running start before attempting a high jump. In addition high jump DCs are only twice the distance cleared instead of four times the distance cleared (A 10 foot high jump requires a DC 20 Jump check as opposed to a DC 40 Jump check, for example).

Stone Cooling Embrace
Falling Meteor (Boost)
Action: Swift
Range: Melee
Target: One enemy currently suffering an ongoing fire damage effect.
Duration: Instantaneous, see text
With a swipe of a weapon the flames are put out on a target. In their place is binds of stone that wrap around the foe, constricting their movement. It’s a small reprieve from the damage being taken at least.

When initiating this maneuver choose one source of ongoing flame damage a target is suffering (such as being on fire, having been targeted by Fire Plummeting Blow, or having gone for a swim in some lava). This effect ends and the target is instead considered entangled. At the end of each of the foe’s turn they may attempt an escape artist or strength check against your maneuver DC to break free.


Pummeling Lava Spewing Technique
Falling Meteor (Strike)
Action: Standard
Range: Melee
Target: One Enemy
Duration: Instantaneous
As an initiator of the Falling Meteor discipline grows in power, so do their strikes. With an overhead slam of their weapon they crush their chosen foe and leave them burning from the heat of the impact.

When initiating this maneuver make a melee attack against a nearby foe. If you’re successful then you knock the target prone, deal normal weapon damage, and an additional 2d6 fire damage. For 1d3 rounds after the target takes an additional 1d6 fire damage that can’t be put out through water or rolling around.

Pummeling Meteor Strike
Falling Meteor (Strike)
Action: Full Round
Range: Up to Move + Melee Reach
Target: One Enemy
Duration: Instantaneous
The techniques of the Falling Meteor start to come together for the initiate. A second of preparation is all the warning the foe gets before the initiate leaps into the air and falls upon them, using the momentum to crash into them for extra damage.

When initiating this maneuver you may jump at your chosen foe, up to your movement speed and making all the requisite checks. This movement doesn’t trigger attacks of opportunity. Assuming you succeed then make a melee attack against the foe. If you succeed then you deal weapon damage, an additional 3d6 bludgeoning damage, and an additional 1d6 bludgeoning damage for every 5 feet you fell because of the jump check (up to a maximum of 8d6 for a 40ft fall). A high jump is the preferred method of movement but a long jump is also possible, the height of which is half of the distance travelled. You do not take any fall damage yourself from the falling you perform because of this maneuver.


Awakening the Fire Within
Falling Meteor (Counter)
Action: Immediate
Range: Personal
Target: You
Duration: Until the end of your next turn.
The skin of the initiator further toughens even as their blood begins to boil that someone would dare damage them. Before the foe has a chance to regret their poor decision, the initiate of the Falling Meteor spews forth fire onto their attack that eats away at their protection.

As a reaction you gain DR 10/Adamantine that stacks with other sources of DR -/Adamantine (but not other forms such as Magic, Good, or Untyped). This damage reduction lasts until the end of your next turn (or your current turn if you initiate the maneuver on your turn). In addition if you fully resist an attack (either from the DR granted from this ability or some other effect that still has the attack hit you) the attacker takes 2d6 fire damage, an additional 1d6 fire damage for 1d3 rounds later, and finds that their resistance to Fire is reduced by the total damage taken for the rest of the encounter.

For example a Babau strikes at the Initiate with a claw and the initiate uses an immediate action to active Awakening the Fire Within. The Babau hits but fails to breach the damage reduction granted, taking 7 fire damage that is reduced to 0 because of it’s fire resistance. Now it’s resistance to fire is only 3 and it takes another 2 and 4 points of fire damage before the fire puts itself out. The second round it ignores the fire damage while the third round it loses it’s fire reduction for the rest of the encounter and takes 3 points of fire damage.

Metallic Ignorance Technique
Falling Meteor (Stance)
Action: Stance
Range: You
Target: Personal
Duration: Stance
What hope does a building, let alone the initiate’s foe’s shields and armor, stand against a meteor? Iron buckles underneath their blows now and the initiator finds they can continue to push through to damage the soft flesh underneath.

While in this stance any time you succeed in destroying a held or worn object with a sunder attempt you may make an immediate attack against the foe targeted. This attack is made with all the same modifiers to both attack and damage the sunder attempt used but must be performed against the foe that just had their item break. This attack cannot be exchanged for further sunder attempts (potentially stripping an opponent of all items in a single round) but also doesn’t count as an attack of opportunity or otherwise an action itself.


All-Encompassing Lava Flow
Falling Meteor (Boost)
Action: Immediate
Range: Melee
Target: One enemy recently dealt fire damage
Duration: Instantaneous
For a second the fire struck against a foe seems normal before it seems to harden and become even more real, burning with the red hot rage that their foe would try to protect against the embrace of the flames that course through their body now.

As a reaction to dealing fire damage from whatever source, the chosen foe’s fire resistance no longer applies as the flames morph to burn as hot as the sun. In addition creatures normally immune to fire find that their immunity doesn’t protect them quite like it used to, half of any fire damage being fueled by the heat of the impact itself and not the fire itself. This ability lasts until the start of the initiate’s next turn and stacks with other abilities that ignore immunity to fire (in such a case the foe only ignores a quarter/eighth/sixteenth/etc of the damage while the rest of the fire damage is from various sources.

Falling Asteroid Strike
Falling Meteor (Strike)
Action: Full Round
Range: Same as a Charge
Target: One Enemy
Duration: Instantaneous
As the initiate grows in power so does it’s ability to pounce upon their foe and deal massive damage. This technique builds upon Pummeling Meteor Strike for an even greater effect.

When initiating this maneuver you may perform a special charge attack against a foe you can see. During this charge you must make a jump check with a bonus equal to your initiator level before striking a single foe once (even if you would normally be able to attack multiple foes or times at the end of a charge). If successful then the attack deals weapon damage, an additional 8d6 bludgeoning damage, and an extra 2d6 bludgeoning damage for every 5 feet fallen (up to a maximum of 14d6 or 70 feet). As with Pummeling Meteor Strike the fall from initiating this maneuver doesn’t deal damage to the initiate.


Crushing Meteoric Strike
Falling Meteor (Strike)
Action: Standard
Range: One enemy within melee reach
Target: One Enemy
Duration: Instantaneous
Finally the initiate begins to learn to use the massive size of a meteor against their targets. Their massive weapon comes crashing down upon the unfortunate foe, heating up in the atmosphere, before impacting and leaving them burning from the blow.

When initiating this maneuver you may make a melee attack against a foe. If successful then you deal normal weapon damage and an additional 2d6 fire damage for every size category you’re larger than your foe, up to a maximum of 20d6 fire damage. For the next 1d3 rounds the foe takes half the number of d6s rolled in additional fire damage.

Embrace of Stone
Falling Meteor (Boost)
Action: Swift
Range: Melee
Target: One enemy currently suffering an ongoing fire damage effect.
Duration: Instantaneous, see text
The initiate grows in capability as they put a source of ongoing flames. Now, though, the stone that forms completely incases the foe as they are potentially turned into a statue.

This boost operates like Stone Cooling Embrace except instead of entangling the foe they are petrified for a round before they can attempt to break out with a successful save.


Cracking the Shell
Falling Meteor (Strike)
Action: Standard
Range: Melee reach
Target: An area equal to half your space, minimum 5ft.
Duration: 1d6 hours
Near masters of the Falling Meteor style harness the mighty strength of their namesake finally. No longer targeting individual foes they attack the ground itself and sunder it. A couple seconds later and the ground beneath the impact zone begins to fill with magma, burning those who stand within the impact zone.

When initiating this maneuver you select an area equal to half your space, minimum 5ft. All foes within that area must make a reflex save against your typical DC if they are within an area that they could reach the outside of the impact zone with a move action. Those that are within the impact zone or fail the save take 20d6 fire damage. If they succeed then they take 6d6 fire damage and immediately move to the edge of the crater. The impact zone is then treated as difficult terrain that deals 20d6 fire damage for every round someone remains within it, up to the duration of the lava (1d6 hours). For 1d3 rounds after leaving or initiating the maneuver they take half as much damage (10d6 if they waded through it, 3d6 if they managed to dodge out of the initial impact).

Magma Erupting Shintai
Falling Meteor (Stance)
Action: Stance
Range: You
Target: Personal
Duration: Stance
Just as near masters perfect their strike against the earth do they feel the power of the Falling Meteor discipline course through their bodies. Their bodies take on a stony appearance even as cracks appear around their joints and the fire within bleeds through. Their foes know now that any strike could prove fatal to themselves or their weapons.

While in this stance you gain DR X/Untyped, where X is equal to half your initiator level. This damage reduction stacks with any untyped damage reduction you currently have as well as your highest typed damage reduction (Adamantine, Good, Magic, etc). In addition every time you fully resist damage for whatever reason the object attacking you is subject to an immediate sunder attempt at your highest bonus. If this is successful then the object, and wielder if it’s a melee attack (or the wielder twice if you’re being attacked with a natural weapon or fist), takes 2d6 damage that ignores any protection the object and/or person has. This damage continues for another 1d3 rounds as it eats away at whatever dared attempt to scratch the perfect hide of the initiate.


Xenago Impact Event
Falling Meteor (Strike)
Action: Two Full Round Actions
Range: Up to Run + Melee Reach
Target: An area equal to your space plus five feet per size category above medium
Duration: 2d3 rounds and/or 1d6 hours, see text.
Finally a master of the Falling Meteor style finds themselves imitating the Child of Jund-That-Was with their attack. They prepare themselves, leaping into the air as time seems to stand still for them. Then, like the discipline’s namesake, they plummet to the earth itself. Areas that have already been sundered find that the crater is no longer of this world but instead the plane that the Baernoloth lords over.

This maneuver has two parts. The first full round action is spent moving up to your run speed and leaping into the air. For the purposes of this jump check you gain a bonus equal to twice your initiator level and can ignore negative modifiers to your high jump DC (what you roll is how high up you jump). Then, as the second full round action, you plummet back to the ground and strike an area equal to your space plus 5ft per size category above medium.
Anyone within the impact zone takes 15d6 fire damage, 15d6 bludgeoning damage, and 10d6 untyped damage as the momentum causes the land to buckle underneath you. Areas that had already been sundered, such as with Cracking the Shell, Transmute Rock to Lava (SpC Sorcerer/Wizard 9 spell), Volcano (Sandstorm Epic Spell), or some other method finds that a Gate opens up where the two areas overlap to Jund-That-Is. This portal exists within one of the many magma fields of that plane, however, and radiates intense heat. For 2d3 rounds the portal exists, transporting whatever is within the area at the start of their turn, and dealing 10d6 fire damage and 10d6 untyped damage to anyone who ends their turn within the impact zone. After the rounds are up the crater still exists for 1d6 hours, potentially allowing an initiate to open up an even larger gash within the world to let those who call the Baernoloth’s plane home invade from.

Hark, for I've done the rest of the Primordialist bits:
Themes: Lava, Destruction, Endurance, Life
Feat Benefit: You may use a size larger than typically allowed for any discipline weapons you're already proficient with (so Large Warhammers for a Medium Devotee). Slam attacks do damage as if they were a size category larger. Both of these effects stack with other size increases or other such changes to weapon damage.
Primordial Champion:
Patron: Your Base Attack Bonus and Base Fortitude Saving Throw Bonus are calculated as Good, instead of the default Medium and Poor progressions, respectively, for the Primordialist class. You gain access to the Falling Meteor discipline (as if you had spent a feat to attain it) and become proficient with all of that discipline's associated weapons.

Favored: You gain access to the Falling Meteor discipline (as if you had spent a feat to attain it) and become proficient with all of that discipline's associated weapons.

Anima of Power (Ex): The center of the Devotee’s brow begins to crack and glow with a dull red light, as if it was oozing freshly cooling lava continuously. When performing acts that the Hate Seed approves of the sign seems to pulsate as if the lava is preparing to surge forth.
You gain resistance to fire equal to your initiator level. This resistance stacks with any other resistance you may possess. If at any time you gain immunity to fire then instead you are healed for 1 point for every 5 points of damage you would’ve taken.

Seeking the Scattered Glories: Instead of being against Divinities, Omnath’s burning hatred is directed towards the cold gaze of the lawful. Sacrifices that catch Their eyes are those of the Lawful or Cold Subtype, foes that know Cold (or Lawful) spells, or maneuvers from Devoted Spirit or disciplines that deal Cold Damage. If in doubt then killing someone that tries to put an end to the destruction or fire likely can’t go wrong.

Primordial Mythos Exultant (Ex): The Sun of Xenago cares most about destruction followed paradoxically by life. Material Possessions should be broken and burned before the Devotee while new life should be birthed; preferably after some form of destruction. I’m looking at you Wild Wrights, Neogi Great Old Masters, Daelkyr, Pseudonatural Creatures, or any of the myriad abilities that They possess.

Primordial Spirit-Body Unity (Ex): The skin of the Devotee begins to turn more earthen (at the very least appearing to always be covered in dirt no matter what they do ranging up to their bodies appearing to be made of stone itself) even as their body radiates heat, rising the temperature within their space by a step. This temperature increase is never enough to affect the area outside their space, even if others comment on how hot the Devotee feels.

The Path of the Greater Shintai of the Flowing Volcano: Finally the Champion finds themselves constantly under the effects of “Magma Erupting Shintai” although this no longer counts as a stance; it is a constant state of being for them (meaning they can ready another maneuver besides Magma Erupting Shintai). Your DR increases to equal your initiator level and the damage caused by your sunder attempt increases to 4d6 fire damage initially and 2d6 for 1d3 rounds later. Finally your natural size increases by two steps, including all bonuses and penalties associated with such an increase in size.

Overall impressions?

Fredaintdead
2017-06-18, 08:10 AM
I have no idea on anything regarding balance dude, but this is rad. If I can get it allowed I'd definitely like to use this.

Gunhaven
2017-06-22, 03:39 PM
Welp, fell off the first page finally.

Gunhaven
2017-07-03, 08:41 PM
Page 3, whaaaat?

Allnightmask
2017-07-04, 04:40 PM
I looked at the other disciplines for the primordialist and saw that it had lots of scaling abilities. I feel that that alone would cut out like 4 or five of your maneuvers. Did you have anymore fluff for then burning rock? Like comets and falling stars are often viewed as bad omens, so maybe a boost like the Green Mile for pulling divinations off target within an area or something? You got kill it with fire and/or blunt trauma down well but no utility effects, like welding or melting doors shut or taking fire damage from outside forces as cloak that deals damage to adjacent targets. I'll read it closer later but holiday tonight.