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Elricaltovilla
2017-09-24, 08:35 AM
Enduring Mountain

Legends tell of a mountain that stretches high above the world, its summit far above the clouds, this mountain extends so far that it breaches the realm of the gods, and no mortal has ever set foot upon its summit. Unconquered and eternal, forever enduring all the forces of nature and man against it, this is the ideal that disciples of the Enduring Mountain strive to achieve. The associated skill for Enduring Mountain is Survival, and its associated weapon groups are Hammers, Flails, and Close weapons.

Enduring Mountain and Shields: Many Enduring Mountain maneuvers have additional effects if you are wielding a shield while you initiate the maneuver. The shield must be made of a solid material or force, must be wielded in one of the initiator’s hands, and must be at least the size of a buckler. The initiator does not have to use a shield in order to initiate an Enduring Mountain maneuver, only to gain the extra benefits.


1st
Guarding Strike- Strike, melee attack gives enemy -4 penalty to attack rolls for 1 round.
Guardian Statue Stance- Stance, Gain +2 AC, +1 per 4 IL and treat your threatened area as difficult terrain.
Resisting Strike- Strike, melee attack grants you or ally within 30 ft 2d6 temporary hit points.
Rockbreaker Stance- Stance, you gain additional attacks of opportunity equal to your initiation modifier and a +2 bonus to attack rolls for attacks of opportunity.
Stone Breaking Strike- Strike, melee attack with a +2 bonus to the attack roll and ignores hardness.
Stone Bones- Counter, when attacked, gain temporary hit points equal to twice your initiation modifier for 1 round.

2nd
Ancient Stone Insight- Boost, your next attack gains a +4 bonus to attack and ignores DR.
Resurging Stone Strike- Strike, melee attack grants you or ally within 30 ft. 3d6 temp. hit points for 1 round.
Roar of Stone- Strike, melee attack does +3d4 damage and the target is shaken for initiation modifier rounds.
The Stone Survives- Counter, when attacked make a Survival check, and gain temp. hit points for 1 round equal to the result before the attack lands. If wielding a shield, add shield bonus to AC as a bonus on the check.
Weakening Blow- Strike, melee attack does +2d4 damage and target takes -4 penalty on attack and damage rolls for initiation modifier rounds.

3rd
Clay Golem’s Guard- Counter, gain +4 AC and Energy Resistance 20. If wielding a shield, you or one ally within 30 ft. gain temporary hit points equal to twice your character level.
Deep Cavern Strike- Strike, melee attack deals +2d8 damage and target must succeed on a REF Save or be blinded for 1d4 rounds.
Enduring Mountain Stance- Stance,Grant allies bonus AC and Fort Saves, and whenever you take damage from an attack, one ally within 30 ft. gains 5 temporary hit points. These temporary hit points last for initiation modifier rounds.
Falling Stone Strike- Strike, melee attack deals +2d8 and knocks the target prone.

4th
Clay Golem’s Fist- Strike, melee attack deals +4d8 damage and the damage cannot be healed unless the healer succeeds on an opposed Survival check against you.
Unbroken Stone- Counter, when attacked, make a survival check, gain temporary HP equal to twice the result of the check for 1 round. If wielding a shield, add your shield bonus to AC as a bonus on the check.
Quaking Stone Strike- Strike, melee attack deals +4d8 damage and staggers the target for 1d4 rounds on a failed fortitude save.
Quartz Reflections- Counter, make a survival check vs. attack roll against you or an ally within 30 ft. If your roll is higher than the enemy’s attack roll, you negate the attack. If you are wielding a shield, you negate the attack and deal damage to the enemy equal to ½ the damage they would have dealt.

5th
Basalt Chimney Stance- You gain DR/- equal to your initiation modifier, a +2 bonus to attack rolls with attacks of opportunity, and additional attacks of opportunity equal to your initiation modifier.
Stone Golem’s Fist- Strike, melee attack deals +5d8 damage and the target must succeed on a FORT Save or be stunned for 1 round.
Iron Breaking Blow- Strike, Melee attack deals +6d8 damage and target must succeed on a REF Save or you sunder one item they are wielding/wearing.
Pitfall Strike- Strike, melee attack deals +4d8 damage and all creatures within 20 ft. must succeed on a REF Save or be pulled 10 ft. closer to you.
Stone Golem’s Guard- Counter, make a survival check vs. enemy attack roll made against you, if successful, negate attack and gain temporary hit points equal to the damage that would have been dealt by the attack for 1 round. If wielding a shield, this counter can affect an ally within 30 ft. instead of just you.

6th
Crushing Rock Hammer- Strike, melee attack deals +6d8 damage and the target takes a -6 penalty to attack and damage rolls for a number of rounds equal to your initiation modifier.
Slamming Boulder Strike- Strike, melee attack deals +5d8 damage and the target is pushed 15 ft. in a direction of your choice and knocked prone unless they succeed on a REF Save.
Bracing Mountain- Boost, Make a Survival Check. Grant an ally temporary hit points equal to 2x your Survival check. These temporary hit points last for 1 round.
Soaring Mountain Stance- Stance, increase reach by 10 ft. and gain extra attacks of opportunity equal to your initiation modifier. Attacks of Opportunity you make grant you or one ally within your reach 5 temporary hit points for 1 round. If wielding a shield, one additional ally within reach gain these temporary hit points.

7th
Avalanche Hammer- Strike, melee attack deals +10d8 damage and ignores hardness and DR.
Unbroken Cliff- Counter, make a survival check in place of AC or Save, gain a bonus on the check equal to your initiation modifier. If successful, negate the attack and gain temporary hit points equal to your survival check. If you are wielding a shield, you may add your shield bonus to AC as a bonus on the check.
Iron Golem’s Fist- Strike, make a melee attack that deals +9d8 damage and the target must succeed on a FORT Save or be dazed for 1d4 rounds.

8th
Adamantine Golem’s Fist- Strike, melee attack deals +12d8 damage and the target must succeed on a FORT Save or be knocked unconscious. This attack ignores DR and hardness.
Strength of the Mountain- Boost, your next attack gains a +4 bonus to the attack roll and grants you temporary hit points equal to the damage you dealt for 1 round. If you are wielding a shield you may grant one ally within 30 ft. those temporary hit points instead
Unconquered Mountain Stance- Stance, gain DR/- equal to 1/2 your initiator level, +10 ft. to your reach and additional attacks of opportunity equal to your initiation modifier. Whenever you hit an opponent with an attack of opportunity you can move one ally or enemy within 30 ft. of you 5 ft. This movement does not provoke attacks of opportunity.

9th
Enduring Mountain’s Eternity- Counter, negate all attacks against you until the start of your next turn or automatically succeed on all saving throws until the start of your next turn.

Elricaltovilla
2017-09-24, 08:41 AM
Enduring Mountain



Guarding Strike
Discipline: Enduring Mountain (Strike); Level: 1
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: Instantaneous

The tenets of the Enduring Mountain discipline rely on overwhelming your opponents with force in order to protect your allies. Relying on this basic principle, you strike your foe to disable their ability to attack your allies effectively. Make a melee attack. If it hits it deals damage as normal, and the target suffers a -4 penalty to attack rolls for one round.

Guardian Statue Stance
Discipline: Enduring Mountain (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

The first thing a protector must learn is to guard themselves. The stance of the guardian statue teaches disciples how to defend themselves from assault so that they can protect their allies. While in this stance you gain a +2 bonus to your shield AC and treat your threatened area as difficult terrain. At IL 4 and every 4 levels thereafter, the bonus to your shield AC increases by +1 and the area of difficult terrain extends by 5 ft.

Resisting Strike
Discipline: Enduring Mountain (Strike); Level: 1
Initiation Action: 1 standard action
Range: melee and 30 ft. (see text)
Target: one creature
Duration: Instantaneous

A disciple of the Enduring Mountain stands as a beacon of resilience for his allies, who can draw strength from his tenacity and martial prowess. Make a melee attack. If it hits, it deals damage as normal and you or one ally within 30 ft. of you gains 2d6 temporary hit points. These temporary hit points last for one round or until depleted.

Rockbreaker Stance
Discipline: Enduring Mountain (Stance); Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: Self
Duration: Stance

The Rockbreaker Stance teaches the Enduring Disciple novice how to leverage power and opportunity to capitalize on enemy weaknesses. While in this stance, you gain a +2 bonus to attack rolls made as part of an attack of opportunity and additional attacks of opportunity equal to your initiation modifier (minimum 1). At 8th level, the attack roll bonus increases by +1 and your reach increases by 5 ft. At 16th level the bonus to attack rolls increases by +2 and your attacks of opportunity deal an additional 1d8 points of damage.

Stone Breaking Strike
Discipline: Enduring Mountain (Strike); Level: 1
Initiation Action: 1 standard action
Range: melee
Target: one creature or object
Duration: Instantaneous

Even the strongest stone or metal has weak points. Through years of practice and dedication, the disciples of the Enduring Mountain learn to exploit these weak points. Make a melee attack. If it hits, it deals damage as normal and ignores the target’s DR and Hardness.

Stone Bones
Discipline: Enduring Mountain (Counter); Level: 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

Disciples of the Enduring Mountain are trained to resist any and all harm that may befall them. Their bodies hardened by years of struggle, the disciple can draw on inner reserves of strength to resist lethal blows. Initiate this counter in response to being targeted by an attack. You gain temporary hit points equal to twice your initiation modifier. These temporary hit points last for one round.


Ancient Stone’s Insight
Discipline: Enduring Mountain (Boost); Level: 2
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous

The stone bones of the mountains hold many secrets. Their ancient wisdom enables the disciple to strike powerfully and accurately at his target. When you initiate this boost, your next attack gets a +4 insight bonus to the attack roll and ignores any damage reduction the target possesses.

Re-surging Stone Strike
Discipline: Enduring Mountain (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee and 30 ft.
Target: one creature
Duration: Instantaneous

The fighting spirit of the Enduring Mountain disciple restores the will and vitality of his allies, encouraging them to fight on as he does. Make a melee attack. If it hits, it deals damage as normal and you or one ally within 30 ft. gains 3d6 temporary hit points. These temporary hit points last for a number of rounds equal to your initiation modifier (minimum 1).

Roar of Stone
Discipline: Enduring Mountain (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee
Target: One Creature
Duration: special (see text)

A deafening roar like that of a landslide accompanies the attack of the Enduring Mountain disciple as he lays into his target with full force. Make a melee attack. If it hits, it deals damage as normal, plus an additional 3d4 damage, and the target is shaken for a number of rounds equal to your initiation modifier.

The Stone Survives
Discipline: Enduring Mountain (Counter); Level: 2
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

No matter the disaster, no matter the ravages of time, the stone of the Enduring Mountain survives. When you are targeted by an enemy attack you may initiate this counter as an immediate action. Make a survival check, you gain temporary hit points equal to the result of your check. If you are wielding a shield, you may add your shield bonus to AC to the check to determine the result. These temporary hit points last for one round.

Weakening Blow
Discipline: Enduring Mountain (Strike); Level: 2
Initiation Action: 1 standard action
Range: Melee
Target: one creature
Duration: Instantaneous

The disciple of the Enduring Mountain knows what pain does to the body, having felt it constantly during his training. Utilizing this knowledge, the disciple strikes his opponent to inflict maximum pain, leaving them weak and unable to battle effectively. Make a melee attack. If it hits it deals normal damage plus an additional 2d4 points of damage and the target suffers a -4 penalty to attack and damage rolls for a number of rounds equal to your initiation modifier.


Clay Golem’s Guard
Discipline: Enduring Mountain (Counter); Level: 3
Initiation Action: 1 immediate action
Range: Personal and 30 ft.
Target: You
Duration: special (see text)

Golems represent elemental earth given the form of man. The Eternal Mountain Disciple embodies the same principles of stoic resistance when under attack. When you initiate this counter, you gain +4 AC and resistance 20 to all energy types until the beginning of your next turn. If you are wielding a shield, you or one ally within 30 ft. gain temporary hit points equal to twice your character level.

Deep Cavern Strike
Discipline: Enduring Mountain (Strike); Level: 3
Initiation Action: 1 standard action
Range: Melee
Target: One Creature
Duration: Instantaneous and 1d4 rounds

The disciple channels the supreme depths of the mountain to steal the sight from even the most perceptive of enemies. Make a melee attack, if it hits it deals damage as normal plus an additional 2d8 points of damage. In addition, the target must make a Reflex Save (DC 13 + initiation modifier) or be blinded for 1d4 rounds. This is a supernatural maneuver.

Enduring Mountain Stance
Discipline: Enduring Mountain (Stance); Level: 3
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The signature stance of the Enduring Mountain allows the disciple to encourage and empower his allies with every blow he suffers. While in this stance, allies (other than yourself) within 30 ft. of you gain a +4 bonus to AC and a +2 bonus to Fortitude saves. In addition, whenever you take damage from an attack, you or one ally within 30 ft. gains 5 temporary hit points. These temporary hit points last for a number of rounds equal to your initiation modifier.

Falling Stone Strike
Discipline: Enduring Mountain (Strike); Level: 3
Initiation Action: 1 standard action
Range: Personal
Target: You
Duration: Instantaneous

The disciple strikes with the force of an avalanche, laying their opponent low with a single overhead chop. Make an attack roll, if it hits it deals damage as normal plus an additional 2d8 points of damage and the target is knocked prone.



Clay Golem’s Fist [Curse]
Discipline: Enduring Mountain (Strike); Level: 4
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: Instantaneous and 24 hours

Drawing on the cursed blows of the clay golem, the disciple inflicts a grievous wound that resists healing. Make a melee attack. If it hits it deals damage as normal plus an additional 4d8 points of damage and curses the target. The damage from this maneuver cannot be healed for 24 hours unless the creature attempting to heal the target succeeds on an opposed survival roll against your own survival check. The curse lasts until the damage is healed or 24 hours passes, whichever is earlier. This is a supernatural maneuver.

Unbroken Stone
Discipline: Enduring Mountain (Counter); Level: 4
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous

As the mountain resists the weathering of wind and rain, so does the disciple resist the blows of his enemies. When you initiate this counter, make a survival check. You gain temporary hit points equal to twice the result of the check. If you are wielding a shield, you may add your shield AC bonus as a bonus to the survival check. These temporary hit points last for one round.

Quaking Stone Strike
Discipline: Enduring Mountain (Strike); Level: 4
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: Instantaneous

Striking with the force of an earthquake, the disciple forces his opponent off balance with a mighty blow. Make a melee attack. If it hits it deals damage as normal plus an additional 4d8 points of damage. The target of the attack must make a Fortitude Save (DC 14 + Initiation Modifier) or be staggered for 1d4 rounds.

Quartz Reflections
Discipline: Enduring Mountain (Counter); Level: 4
Initiation Action: 1 immediate action
Range: 30 ft.
Target: You or one ally
Duration: Instantaneous

When under attack, the Enduring Mountain Disciple knows how to twist an enemy’s attack and send it harmlessly away. Initiate this counter when you or an ally within 30 ft. is targeted by an enemy attack. Make an opposed attack roll, if your attack roll is higher the attack is negated. If you are wielding a shield when you initiate this counter, you deal damage equal to 1/2 the damage that the attack would have dealt to the attacker.


Basalt Chimney Stance
Discipline: Enduring Mountain (Stance); Level: 5
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance

The skeletons of mighty volcanoes, Basalt Chimneys stand as testaments to the eternity of stone. The disciple embodies this fortitude when he enters this stance. While in this stance, you gain DR/- equal to your initiation modifier a +2 bonus to attack rolls made as part of an attack of opportunity and can make an additional number of attacks of opportunity equal to your initiation modifier.

Stone Golem’s Fist
Discipline: Enduring Mountain (Strike); Level: 5
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: instantaneous

Striking with the force of a mighty stone guardian, the Eternal Mountain disciple leaves his foe stunned and unable to act. Make a melee attack. If it hits it deals normal damage plus an additional 5d8 points of damage and the target must succeed on a Fortitude Save (DC 15 + initiation modifier) or be stunned for one round.

Iron Breaking Blow
Discipline: Enduring Mountain (Strike); Level: 5
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: instantaneous

With a mighty blow, the Enduring Mountain disciple destroys the equipment of his enemy. Make a melee attack. If it hits it deals damage as normal plus an additional 6d8 points of damage and the target must make a Reflex Save (DC 15 + initiation modifier) or one item they are wearing suffers the broken condition.

Pitfall Strike
Discipline: Enduring Mountain (Strike); Level: 5
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: instantaneous

The disciple leverages a mighty blow that cracks the ground beneath his target, pulling any unfortunate souls nearby into his waiting grasp. Make a melee attack. If it hits, it deals damage as normal plus an additional 4d8 points of damage, and all creatures within 20 ft. of you at the time you make the attack are pulled 10 ft. closer to you in the order you choose.

Stone Golem’s Guard
Discipline: Enduring Mountain (Counter); Level: 5
Initiation Action: 1 immediate action
Range: special (see text)
Target: You or ally within 30 ft.
Duration: instantaneous

Drawing on the unbreakable hide of the mighty stone golems, the disciple protects himself or his ally with his guarding shield. You may initiate this counter in response to an enemy attack with a weapon. Make a survival check opposed by the enemy’s attack roll. If your result is higher, the enemy’s attack is negated and you gain temporary hit points equal to the damage the attack would have dealt. If you are wielding a shield, this counter can be used in response to an attack targeting an ally within 30 ft. instead. If used in such a way, the ally gains the temporary hit points instead of you. These temporary hit points last for one round.



Crushing Rock Hammer
Discipline: Enduring Mountain (Strike); Level: 6
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: instantaneous

The mighty blow of the Enduring Mountain disciple crushes his foes and sees his enemies driven before him. Make a melee attack. If it hits, it deals damage as normal plus an additional 6d8 points of damage and the target takes a -6 penalty to attack and damage rolls for a number of rounds equal to your initiation modifier.

Slamming Boulder Strike
Discipline: Enduring Mountain (Strike); Level: 6
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: instantaneous

A mighty underhand swing sends the disciple’s opponent flying, only to land in an unceremonious heap in the dirt. Make a melee attack. If it hits, it deals damage as normal plus an additional 5d8 points of damage. In addition, the target is pushed 15 ft. in a straight line in a direction of your choosing (other than straight up). The target must then make a Reflex Save (DC 16 + initiation modifier) or be knocked prone in the square they end their movement in. This movement does not provoke attacks of opportunity unless you possess the greater bull rush feat.

Bracing Mountain
Discipline: Enduring Mountain (Boost); Level: 6
Initiation Action: 1 swift action
Range: 30 ft.
Target: one ally
Duration: one round

The disciple infuses the stoicism and endurance of the mountain to his ally. Make a survival check, you or one ally within 30 ft. gains temporary hit points equal to twice the result of your survival check. These temporary hit points last for one round.

Soaring Mountain Stance
Discipline: Enduring Mountain (Stance); Level: 6
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: instantaneous

The disciple stands upon the summit of a mountain, soaring above the clouds, daring any foe to come and challenge him. While in this stance, your reach increases by 10 ft. and you gain additional attacks of opportunity equal to your initiation modifier. Whenever you hit a target with an attack of opportunity you may grant one ally within your reach 5 temporary hit points. If you are wielding a shield, one additional ally (other than yourself) also gains 5 temporary hit points.


Avalanche Hammer
Discipline: Enduring Mountain (Strike); Level: 7
Initiation Action: 1 standard action
Range: melee
Target: one creature or object
Duration: instantaneous

Like an avalanche of tumbling boulders, the disciple’s blow crushes anything beneath his strike. Make a melee attack. If it hits, it deals damage as normal plus an additional 10d8 points of damage and ignores any damage reduction or hardness the target possesses.

Unbroken Cliff
Discipline: Enduring Mountain (Counter); Level: 7
Initiation Action: 1 immediate action
Range: personal
Target: you
Duration: instantaneous

The disciple shields themselves from an enemy attack, and receives a surge of vigor for having proven themselves against a mighty foe. Initiate this counter when you are the target of an attack or forced to make a saving throw. Make a survival check in place of your AC or Saving Throw, with a bonus on the check equal to your initiation modifier. If your survival check is successful, you negate the attack and gain temporary hit points equal to the result of your survival check. These temporary hit points last for one round. If you are wielding a shield, you may add your shield bonus to AC as a bonus on the survival check.

Iron Golem’s Fist
Discipline: Enduring Mountain (Strike); Level: 7
Initiation Action: 1 standard action
Range: melee
Target: one creature
Duration: instantaneous

With the force of an iron golem, the disciple strikes his foe, leaving them dazed and unable to act. Make a melee attack. If it hits it deals damage as normal plus an additional 9d8 points of damage and the target must succeed on a Fortitude Save (DC 17 + initiation modifier) or be dazed for 1d4 rounds.


Adamantine Golem’s Fist
Discipline: Enduring Mountain (Strike); Level: 8
Initiation Action: 1 standard action
Range: melee
Target: one creature or object
Duration: instantaneous

With impossible strength and incredible force, the disciple strikes a foe and renders them unconscious. Make a melee attack. If it hits, it deals damage as normal plus an additional 12d8 points of damage. In addition, the target must succeed on a Fortitude Save (DC 18 + initiation modifier) or be knocked unconscious for 1 minute. This attack ignores any damage reduction or hardness the target possesses.

Strength of the Mountain
Discipline: Enduring Mountain (Boost); Level: 8
Initiation Action: 1 swift action
Range: personal
Target: you
Duration: instantaneous

Drawing on the strength and wisdom of the bones of the earth, the disciple attacks his foe and surges with renewed vigor at his success. When you initiate this boost the next attack you make gains a +4 bonus to the attack roll and if it hits you gain temporary hit points equal to the damage dealt. If you are wielding a shield, you may instead grant one ally within 30 ft. those temporary hit points. These temporary hit points last for one round.

Unconquered Mountain Stance
Discipline: Enduring Mountain (Strike); Level: 8
Initiation Action: 1 standard action
Range: melee
Target: one creature or object
Duration: instantaneous

The disciple stands like the summit of the Enduring Mountain, unbent, unbroken and unclaimed. While in this stance, you gain DR/- equal to 1/2 your initiator level. In addition, your reach increases by 10 ft. and you gain additional attacks of opportunity equal to your initiation modifier. Whenever you hit an opponent with an attack of opportunity, you can move one ally or enemy within 30 ft. of you up to 5 ft. as a free action. This movement does not provoke attacks of opportunity.


Enduring Mountain’s Eternity
Discipline: Enduring Mountain (Counter); Level: 9
Initiation Action: 1 immediate action
Range: personal
Target: you
Duration: until your next turn

The masters of the Enduring Mountain discipline can withstand any assault, weather any hardship and survive any tragedy. When you initiate this counter choose one of the following:


You automatically negate any melee or ranged attack made against you until the start of your next turn
You automatically succeed at any saving throw you attempt until the start of your next turn.



Special: If you have used this maneuver in the previous round and initiate it again, you cannot make the same choice as you did the last time you initiated the maneuver. For example, if you chose to negate all attacks against you the last time you initiated the maneuver, you must choose to automatically succeed at any saving throw you attempt.

Elricaltovilla
2017-09-24, 08:45 AM
Feats

Enduring Mountain Style
You are bolstered by your training and better at surviving any attempt to harm you.
Prerequisites: Survival 3 ranks, one Enduring Mountain stance known.
Benefit: While this style is active, any source that grants you temporary hit points grants you 1 additional temporary hit point. At 8th level, this increases to 2 additional temporary hit points. At 16th level, this increases to 3 additional hit points.

Enduring Mountain Hardship
Instead of suffering hardship alone, you pass that suffering on to your enemies.
Prerequisites: Survival 7 ranks, Enduring Mountain Style
Benefit: While within your reach, enemies have their movement speed reduced by 5 ft. and cannot make 5 ft. steps.

Enduring Mountain’s Fall
You take all that you have endured, all that you have survived, and gift it to your enemy.
Prerequisites: Survival 11 ranks, Enduring Mountain Hardship
Benefit: Whenever you make a standard action attack or initiate a strike, you can spend a swift action and sacrifice all temporary hit points you possess. If you do so, your attack gains a damage bonus equal to 1/2 the temporary hit points sacrificed this way.



Martial Tradition



The Sages of the Mountain
Alignment: Any

Symbol: A black humanoid figure holding a hammer standing in front of a golden mountain.

Oath: The Sages of the Mountain swear an oath to seek the summit of the Enduring Mountain, a metaphor for their search for enlightenment. They swear to follow their instincts, seek their true selves and endure any hardship on their path to enlightenment. A new sage will kneel before his patron on the summit of a mountain or cliff face, and swear this oath:

“I, who have been humbled by hardship, I, who have endured and sacrificed and yearned for something better, swear that I shall seek the summit of the mountain. No matter the obstacle I face, no matter the dangers set before me, no matter should I fall or falter on my path, I will not give up. I will see the summit of the mountain, in this life or the next.”

Allegiance Benefit: In addition to access to the Enduring Mountain discipline, the Sages of the Mountain benefit from a unique and powerful connection to the earth beneath their feet. As a swift action, the sage can gain tremorsense with a range of 20 ft. for up to 10 minutes per day. These minutes do not have to be consecutive, but must be spent in one minute increments.

A Sage who violates his oath, and gives up on a challenge or an attempt to better himself loses the ability to use his tremorsense until he atones by undertaking a worthy challenge (usually combat with a creature or other opponent with CR equal to the sage’s character level) and succeeds. A sage who leaves the order loses access to the tremorsense ability as well, although he can regain it at any time by swearing a new oath and rejoining the order.

Description: The Sages of the Mountain are an order of wise men and women who have come to understand the purpose of suffering in the world. Like a blade to be tempered, a diamond to be shaped, or a block of marble yet to be carved, mortals are unfinished creatures that must be shaped by their hardship into their ultimate forms.

The sages willingly undergo incredibly difficult challenges on their path to enlightenment and self improvement. They often travel the world seeking dangerous foes, unexplored territories and lost knowledge, hoping that the challenges they face will enable them to take the next step on their journey. Many keep journals of their travels, and the knowledge contained in these journals is often rare and valuable and can be obtained for a price.

On their journeys, the sages invariably come across others suffering as they once did. While the sages believe that it is necessary for mortals to endure hardship, the more good and neutrally aligned sages will often step in to at least prevent the death of the suffering, after all, the dead cannot improve themselves. Evil aligned sages will often only interfere in the suffering of others if they believe the suffering is caused by a challenge worthy of them.

The sages recruit the survivors of tragedy, destruction and horror into their ranks. They teach others to view their survival as a blessing, and proof of their strength. Most sages will only take on one apprentice at a time, for a period of usually three years. The apprentice journeys together with the sage, learning his wisdom and gaining a deeper understanding of himself.

Common Tasks: As a loosely affiliated order of wandering monks and sages, the Sages of the Mountain have few requirements of their members. Instead, they often trade favors among themselves. There is no shame in seeking aid to undertake a challenge, and the Sages view the creation of alliances as another form of strength that mortals can temper. Often, sages will contact others of their order that they know share similar interests in order to undertake the tests or challenges with someone who can share their appreciation for the difficulty of the task.

Available Services: Sages often freely swap rumors or other knowledge among themselves, though rare or hard to find knowledge will typically come with a requisite challenge to prove the seeker worthy of the knowledge. Older sages often maintain small hostels or wayside rest stops in remote areas to provide shelter for their fellow sages and to preach the word of the sages to other travelers. Such hostels are free to stay at, if a bit spartan, and only accept donations freely given.

digiman619
2017-09-25, 01:21 AM
Let me take a look and give some feedback

* Guardian Statue Stance can be party unfriendly at higher levels becasue your allies can get stuck in your difficult terrain.
* You realize that Rockbreaker Stance stacks with Combat Reflex and you can easily do crazy amounts of AoO. If there's anything that make an opponent trigger, you can do crazy numbers of AoOs.
* I don't think Stone Bones scales fast enough... but I think that 3 temp HP isn't enough... Hmm...
* Why does Falling Stone Strike have a duration of "Instantaneous and 1d4 rounds?" Can't they take a move action to get up? Or do they automaticaly get back to their feet in 1d4 rounds?
* Clay Golem's Fist is brutal; very few classes with healing magic also have Survival as a class skill. Though perhaps you should make note that only the damage the maneuver does in un-healable, not all damage they have taken.
* Quaking Storn Strike has wonky duration, too
* Can you choose striaght up for Slamming Boulder strike like Fool's errand can? If not, perhaps a "(other than straight up)" would be appropriate.
* How long does the unconsiousness from Adamantine Golem's Fist last?
* I think the middle feat in the style chain (Enduring Mountain Hardship) is the most worthwhile.
* I really like the allegiance benefit for Sages of the Mountain; very unique.

Overall, the only thing that gives me pause is the subfocus on multiple AoO's. This disciple strikes me as a methodical style, and the multiple AoOs feels like a fast move. Have moer powerful and more dependable AoO's, sure. But having a lot of them seems dissonant. Otherwise, it looks interesting. This seems like it should be the ancestral style of the dwarves, though. Whether that's a good thing or not is on you, though.

Elricaltovilla
2017-09-25, 06:19 AM
Let me take a look and give some feedback

I appreciate it, thank you



* Guardian Statue Stance can be party unfriendly at higher levels becasue your allies can get stuck in your difficult terrain.

I can live with that. At higher levels there's lots of ways around difficult terrain available.



* You realize that Rockbreaker Stance stacks with Combat Reflex and you can easily do crazy amounts of AoO. If there's anything that make an opponent trigger, you can do crazy numbers of AoOs.

It's a conceit of the system that lots of AoOs are necessary to make D&D "tanking" work. You need the punishment mechanic to force enemies to engage with you. Every other tanking Discipline has stances with similar effects.



* I don't think Stone Bones scales fast enough... but I think that 3 temp HP isn't enough... Hmm...

It's entirely likely that it'll be traded out ASAP. It's +4-8 hit points at 1st level (14-18 IM), not too bad, but probably not stellar.



* Why does Falling Stone Strike have a duration of "Instantaneous and 1d4 rounds?" Can't they take a move action to get up? Or do they automaticaly get back to their feet in 1d4 rounds?

An artifact of copying + pasting. I'll fix it after work.



* Clay Golem's Fist is brutal; very few classes with healing magic also have Survival as a class skill. Though perhaps you should make note that only the damage the maneuver does in un-healable, not all damage they have taken.

It does say "this damage" when referring to the damage that can't be healed. I meant that to apply specifically to the damage from the maneuver. I can see the need for clarification though.



* Quaking Storn Strike has wonky duration, too

Got it.



* Can you choose striaght up for Slamming Boulder strike like Fool's errand can? If not, perhaps a "(other than straight up)" would be appropriate.

Straight up was not intended.



* How long does the unconsiousness from Adamantine Golem's Fist last?

Will add duration later.



* I think the middle feat in the style chain (Enduring Mountain Hardship) is the most worthwhile.

That's entirely likely, though I wouldn't discount the damage boost from the final feat. You can get some huge stacks of temporary hit points with this Discipline and just a few logical feats.



* I really like the allegiance benefit for Sages of the Mountain; very unique.

I like utility benefits.



Overall, the only thing that gives me pause is the subfocus on multiple AoO's. This disciple strikes me as a methodical style, and the multiple AoOs feels like a fast move. Have moer powerful and more dependable AoO's, sure. But having a lot of them seems dissonant. Otherwise, it looks interesting. This seems like it should be the ancestral style of the dwarves, though. Whether that's a good thing or not is on you, though.

The multiple AoOs has to stay or the Discipline suffers on the tanking front.


The Discipline was inspired by a dwarf. Specifically the dwarf warrior I played in Dragon Age: Inquisition, but I feel it's the DM's place to set up how the Disciplines are integrated into their world, not mine. So I won't call it a "dwarf Discipline."

Sayt
2017-10-06, 05:29 AM
The discipline feels very...dwarven, I approve!

My main comment at the moment is that several of these maneuvers (Clay Golem's Fist, Deep Cavern strike) both seem like they should be supernatural.

Elricaltovilla
2017-10-06, 07:04 AM
The discipline feels very...dwarven, I approve!

My main comment at the moment is that several of these maneuvers (Clay Golem's Fist, Deep Cavern strike) both seem like they should be supernatural.

Quite probably. I'll have to go through and tag the appropriately supernatural maneuvers after work.

EDIT: Done.