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Elves
2019-03-14, 06:48 PM
A random idea I had. The name may be changed. May or may not be included in Age of Warriors (http://www.giantitp.com/forums/showthread.php?581281-The-Age-of-Warriors-(Project-Revived!)). Balance help appreciated.

The concept is a tank who
- opposes violence
- rarely attacks
- doesn't use reach weapons

I'll probably add a "Pacifist" PrC for this discipline later.

----
Note: Some maneuvers aren't complete. I realize it's better form to only post something when finished, but since Age of Warriors involves a group and has multiple things to do, I think "early releases" are better for momentum.

Eligible Classes: Crusader, Swordsage. Warblades love fighting, they don't want to stop it.
Associated skill: Diplomacy
Associated weapons: Unarmed strike


Soothed Beast

0th
Subdual Throws - Utility. Damage dealt by Setting Sun maneuvers can be nonlethal.
The Dove and the White Raven Fly Together - Utility. Damage dealt by White Raven maneuvers can be nonlethal.

1st
De-Escalate - Utility. Make rushed Diplomacy check at no penalty.
Interception - Strike. Use readied action to block opponent’s attacks.
Part, Fools - Counter. Interrupt attack and force creatures to back away.
Stance of the Mediator - Stance. Adjacent creatures (and you) get -4 to hit.
Stop This Madness - Counter. Move to a fight that has broken out.

2nd
Endure Beatdown - Boost. Gain DR and flank immunity. Can sustain.
Form Protest Line - Boost. Gather allies into a line.
Piercing Slogan - Strike. Shouted slogan shakes and deafens.

3rd
Overwhelming Compassion - Boost. Mass cure spell affects enemies and allies alike.
Stance of Nonviolent Resistance - Stance. If you didn’t deal damage last turn, get defensive bonuses.
Turn the Other Cheek - Counter. If opponent attacks you, they are stuck attacking you. Can sustain.
[Disarm Maneuver - Strike. TBA

4th
Intercept Magic - Counter. Intercept spells and SLAs.
Spare the Wicked, Spare the Friend - Strike. Damage target has taken becomes nonlethal.

5th
Compel Mercy - Strike. Allies and enemies alike deal nonlethal damage.
Lone Protester Technique - Strike. Stop opponents in their tracks.
Save A Life - Utility. Return the recently dead to life.

6th
Bring The Soldiers Home - Utility. Short mass teleport to safe area from dangerous one.
Lightning Intercession - Counter. Move 2x your speed and block attack or spell.
Thunderous Separation - Strike. Separate, daze two combatants.

7th
Distant Compassion - Utility. Cure spell on anyone, anywhere.
Gap In The Fighting - Counter. Stop combat for one round.
Safe Zone - Strike. Prohibit violence in area.

8th
Devastating Empathy - Strike. Intelligent target suffers if they have recently harmed someone.
Stance of Absolute Pacifism - Stance. Become avatar of peace, unable to attack but able to remove status conditions.
Transcendent Compassion - Boost. Heal enemies and allies alike.

9th
Manifest Karma - Strike. Creature receives damage and effects equal to what they have dealt.


Subdual Throws
Soothed Beast (Utility)
Level: Swordsage 0
Standard
Lasts until deactivated

While this maneuver is active, all non-energy damage dealt by Setting Sun maneuvers is nonlethal. You suffer no attack penalty for this. This can be deactivated as a free action.

Special: As a 0th-level maneuver, it's known to everyone trained in Soothed Beast. It does not count toward maneuvers known, prepared, or readied, and is always available.

The Dove and the White Raven Fly Together
Soothed Beast (Utility)
Level: Crusader 0
Standard
Lasts until deactivated

While this maneuver is active, all non-energy damage dealt by White Raven maneuvers you initiate is nonlethal, with no attack penalty for attacking nonlethally. This extends to bonus attacks and bonus damage they grant, even to your allies. It also applies to attacks and bonus damage you receive as part of a WR maneuver initiated by someone else. It can be deactivated as a free action.

Special: As a 0th-level maneuver, it's known to everyone trained in Soothed Beast. It does not count toward maneuvers known, prepared, or readied, and is always available.

De-Escalate
Soothed Beast (Utility)
Level: 1
Full Round Action

You make a rushed Diplomacy check at no penalty. Normally, using Diplomacy takes one minute and a rushed check takes a -10 penalty.

Interception
Soothed Beast (Strike)
Level: 1
Standard Action
Target: Adjacent creature

You stand trained on a creature, poised to shut down any violent move they make.

This is the foundational Soothed Beast technique for defusing conflicts. Most students of the discipline will always keep it in their arsenal.

You ready an action to intercept a creature’s attacks. This is triggered when they make an attack roll. Make an attack roll at your highest base attack bonus. If it beats their attack roll, their attack is canceled. If they make subsequent attacks you can continue trying to intercept for as many rolls as your BAB provides you attacks, at the appropriate bonuses. This maneuver does not affect attack rolls made as part of spells.

If an opponent you have targeted with interception leaves their square without using the Disengage action — including with a 5-foot-step — you can cancel that movement (their move action or 5fs is still gone). If they used a move action you must forgo AoOs to do this. You can’t stop teleportation effects.

Restriction: Against creatures 3 or more size categories larger than yourself, you must be on the same side of that creature as the one whom they are attacking in order to intercept an attack. Powerful Build, Jotunbrud, and other abilities that let you “count” as one size larger do not affect this. Enlarge, Polymorph etc do.

Part, Fools
Soothed Beast (Counter)
Level: 1
Immediate Action
Trigger: Adjacent creature makes an attack against another creature
Targets: You, the attacker, and if adjacent to you, their target

Horrified, you interject yourself between two combatants.

This counter can be used after the attack roll is made, but before damage.

You force the attacker and, if applicable, their target to move 5 feet away from the other (your choice), and you move into the space the attacker just left. You can even swap places with them. This movement doesn’t provoke.

If, after this movement, the attacker still has a clear line to their target due to melee reach or a ranged weapon, and you aren’t blocking the way, they complete their attack as normal. If you or another creature or object are blocking their way, the attack is canceled. They are free to make further attacks against you or another target.

Restriction: If a target has nowhere to move that puts them further away from the other principal, the maneuver has no effect on them.

Stance of the Mediator
Soothed Beast (Stance)
Level: 1
Prereq: 1 SB maneuver

You and all creatures you are adjacent to take -4 on attack rolls.

Stop This Madness
Soothed Beast (Counter)
Level: 1
Immediate Action
Trigger: One creature tries to attack another (spells don't count as attacks)

This maneuver occurs after they have committed to an attack, but before their attack roll.

If not adjacent to the attacker, you move your speed toward them, taking the shortest path available.

If already adjacent to the attacker, you may move your speed to reach another square adjacent to them.

Synergy: While in a Soothed Beast stance, this movement doesn’t provoke.

Form Protest Line
Soothed Beast (Boost)
Level: 2
Prereq: 1 SB mv
Somatic
Move Action
Range: Audible
Targets: Allies

You and allies can move their speed without provoking so long as they:

- Have a move action remaining this round, including if their turn is over but they didn’t use it.
- End as part of a contiguous single-file line, either straight or diagonal, that includes you.


Special: Allies without a remaining move action can still move 10 feet if they fulfill condition 2.

Endure Beatdown
Soothed Beast (Boost)
Level: 2
Swift Action
Personal
Sustain: Swift

You gain DR=IL/- and cannot be flanked.

Piercing Slogan
Soothed Beast (Strike) [Supernatural]
Level: 2
Prereq: 1 SB mv
Standard Action
Targets: All within 60 feet; worse for those within 30
Save: Will; see text

Your eyes blaze as you scream a biting slogan against violence.

Creatures within 30 feet are deafened (Will negates) and shaken for 5 rounds. Creatures between 31 and 60 feet are shaken for 5 rounds (Will negates).

Special: Those who agree with your pacifist, anti-violent ideology suffer no effect.

Stance of Nonviolent Resistance
Soothed Beast (Stance)
Level: 3
Prereq: 1 SB mv

If you didn’t do any damage last round, or make any attacks with the intent to cause damage — nonlethal or otherwise — you gain +6 untyped to AC and saves, immunity to fear effects, and resist=IL to all energy types.

Turn the Other Cheek
Soothed Beast (Counter)
Level: 3
Prereq: 1 SB mv
Immediate Action
Trigger: You are attacked
Sustain: Immediate

The attacker can’t attack anyone but you for the duration of the maneuver. By default, lasts 1 round.

Overwhelming Compassion
Soothed Beast (Boost) [Supernatural]
Level: 3
Prereq: 1 SB mv
Swift Action
Range: All in current encounter
Targets: Up to 1 per IL; see text

This maneuver functions as Mass Cure Light Wounds (CL=IL). Targets receive an Inflict instead if it’s more beneficial.

For each ally you heal, you must also heal an enemy. When a ‘pair’ of this sort can’t be formed the maneuver ends.

Someone at full HP cannot be healed.

Or instead it could be more powerful:

This maneuver functions as Mass Cure Light Wounds (CL=IL), but targets receive an Inflict instead if it’s more beneficial.

Targets are affected in order from most to least injured, in terms of absolute HP loss, regardless of whether they’re friends or enemies. When there are no more creatures within range below maximum HP the maneuver ends.

Intercept Magic
Soothed Beast (Strike)
Level: 4
Prerequisite: 2 SB mv’s
Range:
Target: adjacent creature

You can ready an action to intercept magic performed by the target. If they use a spell or spell-like ability, make a [roll] against [x]. If you succeed, the effect is terminated without the chance for a Concentration check.

Synergy Benefit: While in a Soothed Beast stance, you gain an additional benefit: should an opponent you have targeted with intercept magic move away without using the Disengage action — including with a 5-foot-step — you can cancel that movement (their move action or 5fs is still gone). If they used a move action you must forgo AoOs to do this. You can’t stop teleportation effects this way, but if they use a teleportation spell, that spell is subject to your intercept.

Spare the Wicked, Spare the Friend
Soothed Beast (Strike) [Supernatural]
Level: 4
Prerequisite: 1 SB mv
Range: Touch
Target: 1 creature

Make a touch attack. If it hits, all lethal damage the target has sustained is converted to nonlethal. Allies can receive this effect voluntarily. If you make the touch attack, you also chasten the subject, and they must make a Will save or be unable to deal lethal damage for 1 round.

Compel Mercy
Soothed Beast (Strike) [Supernatural]
Level: 5
Prerequisite: 2 SB mv’s
Range:
Targets:

Lone Protester Technique
Soothed Beast (Strike) [Supernatural]
Level: 5
Prerequisite: 2 SB mv’s
Range:
Targets:
Sustain: Standard
SR: No

Assuming a powerful stance, you stop anything that comes at you in its tracks.

This technique creates an invisible buffer of impedance represented as a 60 foot cone. Anything moving through, entering, or starting its turn in the cone has its speed reduced to 5 feet, UNLESS it is moving in the direction that is away from you (motion perpendicular to you is still affected). On your turn, if you sustain, you can change the cone’s direction.

Projectiles are affected as by a Wind Wall, except that even large projectiles like giant stones or ballista arrows are stopped if they pass through >10 feet of the cone’s area. Force effects are not affected. Instantaneous dispersions like a fireballs, lightning bolts, or explosions are not impaired, but ones that involve movement or projectiles are (eg acid arrow, or a spell that causes a crashing wave).

Save A Life
Soothed Beast (Utility) [Supernatural]
Level: 5
Prerequisite: 2 SB mv’s
Full Round Action
Range: Touch
Target: One largely intact corpse

Channeling ki, you save the precious life from leaving.

This maneuver functions as Revivify, except that it has no material component, is a full round action, and can save someone who died up to 30sec/5 rounds ago.

Furthermore, it brings life back to a body but does not really repair the body itself; the subject is brought back at -9. Chaining the spell is allowed.

Bodies that have been beheaded, totally immolated, had their hearts or other crucial organs ripped out, or been otherwise seriously destroyed are not subject to this maneuver.

Restrictions: A creature cannot be brought back for the sake of torture or other maltreatment.

Bring The Soldiers Home
Soothed Beast (Utility) [Supernatural]
Level:
Prerequisite: 2 SB mv’s
Two Full Round Actions
Targets: Allies within 60ft

If you are in a situation of immediate danger, you can use this maneuver to transport targets, as with a Mass Teleport spell, to a random less dangerous location within 5 miles. If used in a situation where there is no immediate mortal threat, there is no effect.

Only if there is truly no remotely safer location within several miles (eg in outer space or a giant sea of lava) this maneuver instead takes you to a random location on the Astral Plane.

Lightning Intercession
Soothed Beast (Counter)
Level: 6
Prerequisite: 2 SB mv’s
Immediate Action
Trigger: Creature makes an attack or casts a spell

A crucial Soothed Beast technique. As soon as you catch wind of an attack, you hurtle with incomprehensible speed to prevent it.

Move up to twice your speed and attempt to block the attack as if with interception. If you have the maneuver intercept magic readied and available, you may also use this counter against spells and SLAs (intercept magic is not expended).

Synergy Benefit: If you are in a Soothed Beast stance, move up to 3x your speed and the maneuver becomes [Su].

Thunderous Separation
Soothed Beast (Strike) [Supernatural]
Level: 6
Prerequisite: 2 SB mv
Standard Action
Targets: two inimical creatures adjacent to each other
Range: 30 feet

You stretch out your arms, and two combatants are blasted apart from each other.

The targets are blasted backward 30 feet and dazed for 1 round, no save. This distance is reduced 10 feet for every size category larger than you they are, but they are dazed regardless.

Restriction: The targets of this maneuver must be mutually hostile.

[FIX THIS ONE]

Distant Compassion
Soothed Beast (Utility) [Supernatural]
Level: 7
Mind-Affecting
Two Full Round Actions
Prerequisite: 3 SB mv’s
Range: Unlimited

You can affect anyone with a Cure Critical Wounds spell (CL=IL) if they are living, or Inflict Critical Wounds if they are undead.

This is counted as Scrying for determining what effects block it. Hence, an ally with Mind Blank or equivalent effect active cannot receive or detect attempts to provide such aid.


Restriction: This maneuver can’t be used to affect someone on a plane with slower time.

Gap in the Fighting
Soothed Beast (Counter) [Supernatural]
Level: 7
Prerequisite: 3 SB mv’s
Immediate Action
Range: 100ft in all directions from you
Duration: 1 round

This maneuver must be used at Initiative 0. While it's active, no one in range can attack, cast harmful spells (including static ones like blade barrier) or even cast conjurations with the intent to harm (eg summon monster). Buffs, heals, and non-damaging spells (eg grease, forcecage) are permitted.

Safe Zone
Soothed Beast (Utility) [Supernatural]
Level: 7
Prerequisite: 3 SB mv’s
Area:

TBA

Devastating Empathy
Soothed Beast (Stance) [Supernatural]
Level: 8
Prerequisite: 3 SB mv’s
Range: Medium (200ft + 20/IL)
Target: 1 creature
Save: Will, varies

TBA

If the creature has killed an intelligent creature today, no save.

Stance of Absolute Pacifism
Soothed Beast (Stance)
Level: 8
Prerequisite: 3 SB mv’s
Range: Medium (200ft + 20/IL)

You become an avatar of peace. [ability to remove status conditions/negate attacks, you can’t attack]

Transcendent Compassion
Soothed Beast (Boost) [Supernatural]
Level: 8
Prerequisite: 3 SB mv’s
Range:
Targets: Up to 1/IL

You send out a glowing surge of universal compassion.

Targets heal 10hp/IL. This is either negative or positive energy, whichever heals a given target.

For each ally you heal, you must also heal an enemy. This healing happens pair by pair.

[AND MAYBE]

You don’t choose targets; rather targets are determined in order of who currently has the highest absolute quantity of HP damage.

Creatures currently at full HP can’t be targets of this maneuver. When there’s no one left to heal it ends.

Targets need not be visible to you and you needn’t be aware of their existence to be compassionate toward them.

Manifest Karma
Soothed Beast (Strike) [Supernatural]
Level: 9
Prerequisite: 4 SB mv’s
Standard Action
Targets: 1 creature
Range: 10 feet

The target is subject to damage, healing and status conditions equivalent to what they have dealt in the current encounter (lowered to a minimum of 0 HP, and not raised past their max HP).

Damage, healing, and status conditions resulting from this maneuver don't count against you if you become subject to it.

Elves
2019-03-15, 09:30 AM
Adaptation

The default fluff suggests a philosophical opposition to violence, the kind that, though it might in some cases be misguided -- against, for example, any number of the cartoonishly slaughter-bent villains who populate D&D-world -- is not in bad faith. However, the discipline could be refluffed for any subdual specialist, especially of the "take them back alive" type.

For this kind of character, rename maneuvers as follows:

1st
Stance of the Mediator > Stance of Subdual

2nd
Form Protest Line > Form Anti-Riot Line
Piercing Slogan > Submission Command

3rd
Overwhelming Compassion > Take You Alive
Stance of Nonviolent Resistance > Riotbreaker Stance

5th
Lone Protester Technique > Crowd Control Jutsu
Save A Life > Not Yet You Don't

7th
Distant Compassion > Distant Concern

8th
Devastating Empathy > Now Feel What They Felt
Stance of Absolute Pacifism > Laugh Off Resistance
Transcendent Compassion > Nobody Dies

9th
Manifest Karma > Payback
-------

Reserved for feats and Pacifist prc.

ShiningStarling
2019-03-15, 03:40 PM
Like it, but feel like there's some potential for incorporation of combat maneuvers, particularly disarm and sunder, two of the less used maneuvers.

Elves
2019-03-15, 11:30 PM
Great point, disarm in particular. Will add.

DracoDei
2019-03-15, 11:45 PM
Ugh... still have a lot I want to say about this, but for now I want to jump in with the point I wanted to make before this gets too developed, since it might change the whole direction of the thing.

First, the broad generality: I like this!

With that out of the way: Consider broadening this from "Peaceful" to "Not a Killer". Obviously everything you have so far could probably stay since it would be a subset. So... (to make a very long story only moderately long), at one point I was making a base class (http://www.giantitp.com/forums/showthread.php?528427-P-E-A-C-H-Phileotheysia-The-Mythic-Sacrifice-Bodyguard-Martyr-Mythos) that had a "nicest guy you will ever meet" vibe to it, but which could be subverted from a literary POV into being, say, the BBEG's loyal body-guard who delights in torturing random villagers. This would not require any subversion of the MECHANICS, only the fluff. The sub-system they use (Mythos) means they get a menu of abilities vaguely like warlocks. Needed a name for an ability that let them deal subdual damage without penalty. Decided to call it "Mercy, or Cruel Mercy?" because they could only be capturing people so they or their allies could do horrible things to them for fun, so they could be properly tried (and then possibly tortured to death if the laws were harsh enough on there particular offenses, or just in general), or what-ever.

So... consider making options to take this in an Evil or Lawful direction, rather only than the more obvious Good one.

I especially mention this because the one discipline that actually cares about alignment is one you DIDN'T give the option to have deal subdual damage here. Which seems a bit of a shame to me. I'd at least consider letting Crusaders pick either White Raven OR Devoted Spirit, and then spend 2 skill points or a feat or something to add the other one too... or maybe just to add Devoted Spirit (with a possible alignment requirement, although, as I said, the only alignment I can't justify out of hand is Chaotic).

While you are at it, clarify if it is White Raven maneuvers they use on their allies, their allies use on them, or "Why not both!" that gets the subdual thing. I recommend "Both!".

I hope my rushed and sleepy writing was sufficiently coherent.

Elves
2019-03-16, 01:19 AM
I'd at least consider letting Crusaders pick either White Raven OR Devoted Spirit, and then spend 2 skill points or a feat or something to add the other one too...
DS was left out because it has its own tanking maneuvers and tanking style.

Remember a crusader can still take both, it just means they mix lethal and nonlethal techniques. There are intentionally enough maneuvers to make this viable up until either 6th or 7th/8th if you don't trade out old ones.


So... consider making options to take this in an Evil or Lawful direction, rather only than the more obvious Good one.
Good thought, will include an Adaptation section.


While you are at it, clarify if it is White Raven maneuvers they use on their allies, their allies use on them, or "Why not both!" that gets the subdual thing. I recommend "Both!".
On it.

Looking forward to more critique whenever you have time.