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View Full Version : D&D 3.x Other Wyrm's Might martial discipline (Designed for The Age of Warriors) PEACH!



Sgt. Cookie
2019-03-20, 10:41 PM
Wyrm's Might

https://i.redd.it/w0cze3h1vin21.jpg

Many creatures can tap into the power of Dragons. Sorcerers, Dragon Shamans, Dragonfire Adepts. The source of this power is, to some people, known as the dragon spirit. All are born with the spark, but few learn to use it. But the dragon spirit does not always manifest in magical abilities. Throughout the years, many warriors have envied and revered the physical might of dragon kind and through training and dedication, were able to unlock the dragon spirit within them, not to grant themselves supernatural power, but unmatched martial prowess.

Despite this, Wyrm's Might as a self-contained discipline did not actually exist until after the Temple's fall as knowledge of the Sublime Way began to become more common. Those who knew of the dragon spirit began to gather and found that what practitioners of the Sublime Way called "ki", they knew by another name: The dragon spirit.

Nowadays, the techniques for Wyrm's Might have spread far and wide and while its masters are not quite as common as those of the Nine, they are common enough that a student of the Sublime Way does not have difficulty locating one.

Practioners of Wyrm's Might learn to unleash powerful attacks beyond their normal strength, endure attacks unscathed that would slay lesser warriors outright and strike fear into the hearts of those who foolishly believe that they are fighting a mortal and not a dragon. This discipline's key skill is Intimidate and its preferred weapons are the Claw, Dagger, Kukri, Shortspear, Short Sword, Slam and Unarmed Strike.



Maneuver List:

1st:
Wyrmflesh: Stance - Gain a natural armour bonus that scales with Intimidate
Invoke the Dragon: Boost - All melee attacks this round use twice your strength modifier for damage.
Lashing Claw: Strike - Make an attack with a light weapon as an immediate action, but deals less damage.
Wingfooted Stance: Stance - If you have not used your Move action this round, move 10ft as an Immediate action.

2nd:
Brutal Lizard Strength: Strike - Deal damage as if your strength score were 12 points higher.
Sweeping Iron Tail: Strike - Attack three squares simultaneously.
Strike of the Scaled One's Terror: Strike - After a successful melee attack, can demoralize as a free action, adding damage dealt to the intimidate check.
Juvenile Scale Defence: Counter - Reduce incoming damage by 10 points.

3rd:
Turn Aside the Flames: Counter - Make a melee attack in place of a saving throw against energy damage or breath weapons.
Glory of the Dragon: Stance - Gain Frightful Presence
Shell Crushing Might: Strike - Melee attack deals +2d6 damage can temporarily reduce target's damage reduction.

4th:
Beseech the Dragon: Boost - All melee attacks made this round add triple your strength modifier to damage.
Attack On The Wing: Boost - After a successful melee attack, move up to 10 feet.
Launching Claw Strike: Strike - Attack launches enemy upwards or downwards up to 30 feet. Deals 1d6 points of damage per 10 feet traveled.

5th:
Hulking Lizard Strength: Strike - Deal damage as if your strength score were 24 points higher.
Adult Scale Defence: Counter - Reduce incoming damage by 20 points.
Broodslaying Style: Stance - Cannot be flanked, gain a bonus on attack rolls when surrounded.
Roar Of The Scaled Sovereign: Other - Enemies that fail a will save move away from you.

6th:
Scale Shedding Rejuvenation: Other - Take a -10 penalty to AC to heal hit points, ability damage and remove several status effects.
Draconic Spell Rejection: Counter - Can make an Intimidate check to gain spell resistance.

7th:
Wingstorm Blow: Strike - Attack launches enemy up to 60 feet. Deals 1d6 points of damage per 10 feet.
Flying Dragon Assault: Strike - Charge, making a full attack at any point.

8th:
Tyrannical Lizard Strength: Strike - Deal damage as if your strength score were 40 points higher.
Wyrm Scale Defence: Reduce incoming damage by 50 points.
Embrace The Dragon Spirit: Stance - Gain the Dragon type, powerful build and two secondary slam attacks.

9th:
Multi-Headed Chromatic Onslaught: Strike - Make five attacks at your highest base attack bonus all with +5d6 damage.






(Note: The Animist and Warlord are classes from The Age of Warriors project.)

1st

Invoke the Dragon
Wyrm's Might (Boost)

Level: Animist 1, Crusader 1, Warblade 1, Warlord 1
Initiation Action: One Swift Action
Range: Personal
Target: You
Duration: End of turn

You feel your dragon spirit flowing through you, letting you tap into greater reserves of strength.

Until end of turn, if you are using a weapon one-handed, add twice your strength modifier to damage. If you are wielding a weapon two-handed, you add 2.5x your strength modifier to the damage, instead. Secondary natural weapons deal 1.5x your strength modifier.
This maneuver can be used in conjunction with the "Lizard Strength" maneuvers.

Lashing claw
Wyrm's Might (Strike)

Level: Animist 1, Crusader 1, Warblade 1, Warlord 1
Initiation Action: One Immediate Action
Range: Melee
Target: One enemy

As your opponent prepares to move away, you quickly strike when they least expect: When they are trying to avoid retaliation.

Practitioners of Wyrm's Might are taught that just because the enemy does not open himself to an attack does not mean that he cannot be attacked.
As part of this maneuver make a single melee attack against an enemy within range. Only one-handed light weapons and shortspears may be used for this attack. If the attack hits, roll damage normally but add only half your strength modifier to the damage. If the weapon would normally add half your strength modifier (Such as a secondary natural weapon), do not reduce the damage further.
Extra damage from other sources (Such as sneak attack or Punishing Stance) cannot be applied to this attack.

Wingfooted Stance:
Wyrm's Might (Stance)

Level: Animist 1, Crusader 1, Warblade 1, Warlord 1
Initiation Action: One Swift Action (See text)
Range: Personal
Target: You
Duration: Stance

With barely a moment's thought, you close in before your opponent can react.

The greatest weapon a dragon has is not its breath, its magical power or its physical might, but instead its mobility. To fight on the wing and stay out of an opponent's reach.

While in this stance and not flat footed you may, as an Immediate Action, move up to 10 feet provoking attacks of opportunity as normal. Moving in this manner also consumes your Move action for the round, as such if you have already moved and attacked or made a full round action this turn, you cannot make use of this stance.
Additionally, you cannot move in this manner "in response" to another's actions, but can otherwise move at any time.

(In other words, you can move "between" an enemy's actions, but not during. For example: if an opponent moves next to you, you can use this stance to move away, but, you would have to do so before your opponent uses his Standard action. Likewise, you cannot use this stance to move out of the way of an area effect spell or ability.)


Wyrmflesh
Wyrm's Might (Stance)

Level: Animist 1, Crusader 1, Warblade 1, Warlord 1
Initiation Action: One Swift Action
Range: Personal
Target: You
Duration: Stance

Like the dragons they attempt to emulate, practitioners of Wyrm's Might train their flesh and endurance to near-superhuman levels, allowing them to shrug off blows that would fell lesser warriors.

While in this stance, you gain an untyped bonus to your natural armour while you remain in this stance. The amount gained depends on your ranks in Intimidate. (Creatures without any inherent natural armour have a bonus of +0)

Intimidate Ranks | Natural Armour Bonus
4-6 +1
7-9 +3
10-12 +5
13+ +7


2nd level:

Brutal Lizard Strength
Wyrm's Might (Strike)

Level: Animist 2, Crusader 2, Warblade 2, Warlord 2
Prerequisites: One Wyrm's Might maneuver
Initiation Action: One standard action
Range: Melee
Target: See text

Your physical body and dragon spirit become, for a few moments, partially attuned, allowing you to push yourself beyond your physical limits.

As part of this maneuver make a single attack. If the attack hits, you deal damage with a +12 untyped bonus to Strength, dealing 6 extra points of damage. Invoke the Dragon Spirit and does not boost the damage from this "extra" strength, but it will boost the damage from your normal Strength. Using a weapon two-handed, however, will.

This maneuver can also be used whenever you would be required to make a Strength Check (But not strength-based skill checks). In such a case, this maneuver is initiated as part of that action. This maneuver (And subsiquent upgrades) never increases your attack modifier, even in situations where it theoretically would.

Juvenile Scale Defence
Wyrm's Might (Counter)

Level: Animist 2, Crusader 2, Warblade 2, Warlord 2
Prerequisites: 1 Wyrm's Might maneuver
Initiation Action: One immediate action
Range: Personal
Target: You

As the blow lands, you tense up, trusting in your dragon spirit to protect you from the greatest of the damage.

Wyrm's Might teaches that while the spirit of the dragon can be used to attack, equally it can be used to defend.
When an enemy makes a melee or ranged attack against you, or you would be the subject of energy damage, you can initiate this counter to reduce the incoming damage by 10 points. This can reduce the damage to zero, but not below. You can decide to use this ability after you know the result of an opponent's attack, but not their damage. Likewise, you must decide to use this ability before making any saving throws to reduce energy damage.

Strike of the Scaled One's Terror
Wyrm's Might (Strike)

Level: Animist 2, Crusader 2, Warblade 2, Warlord 2
Prerequisites: 1 Wyrm's Might maneuver
Initiation Action: One standard action
Range: Melee
Target: One enemy

By combining a powerful blow with an intimidating glare, you can frighten those who might otherwise ignore your attempts at sowing terror.

As part of this maneuver make a single melee attack. If the attack hits, you may attempt to Demoralize that opponent as a free action (See the Intimidate skill). You gain a circumstance bonus on the Intimidate check equal to the amount of damage dealt to that opponent.

Sweeping Iron Tail
Wyrm's Might (Strike)

Level: Animist 2, Crusader 2, Warblade 2, Warlord 2
Initiation Action: Standard
Range: See text
Target: See text

With a grand movement, in imitation of the sweep of a dragon's tail, your blade catches three enemies in one swing.

When you initiate this maneuver pick a square you threaten. If you also threaten its two horizontally adjacent squares, you make a single attack roll and a single damage roll that applies to the occupants of all three squares. (Note that bonuses such as flanking still apply on an enemy-by-enemy basis.)

3rd

Glory of the Dragon
Wyrm's Might (Stance)

Level: Animist 3, Crusader 3, Warblade 3, Warlord 3
Prerequisites: 2 Wyrm's Might maneuvers
Initiation Action: Swift
Range: Personal / 30ft emanation centered on you (see text)
Target: You
Duration: Stance

As you make your attack, your dragon spirit washes over your enemies, striking fear into their hearts.

While in this stance you gain the Frightful Presence ability. Whenever you charge or attack (either on its own or as part of a maneuver), all opponents within 30ft with a lower Initiator level than you must make a Will save or become Shaken for 5d6 rounds. (Opponents without class levels have an Initiator level equal to their hit dice.). Creatures that make the save are immune to you r Frightful Prescence for 24 hours. Dragons are immune to the Frightful Presence granted by this stance.

The save DC to resist your Frightful Presence is equal to 10 + half your initiator level + your strength modifier. If your Frightful Presence is triggered by using one of the "Lizard Strength" maneuvers, the bonus strength granted by those maneuvers also increases the save DC.

Lastly, while you are in this stance you are treated as a Dragon when determining if Frightful Presence can affect you.

Shell Crushing Might
Wyrm's Might (Strike)

Level: Animist 3, Crusader 3, Warblade 3, Warlord 3
Prerequisites: 2 Wyrm's Might maneuvers
Initiation Action: Standard
Range: Melee
Target: One enemy
Duration: 1d4+1 rounds

With a single, powerful strike, you open up a weak spot in your enemy that allies can exploit.

As part of this maneuver, make a single melee attack. If the attack hits it deals an additional 2d6 points of damage and the target must make a Fortitude save (DC 14 + your Strength modifier) or have their damage reduction decreased by a number equal to the damage dealt. Corporeal Undead and Constructs are not immune to this ability.

Additional uses of this maneuver do not stack. Instead, using it again resets both the duration and how much the damage reduction is decreased by, assuming either are higher.

Turn Aside the Flames
Wyrm's Might (Counter)

Level: Animist 3, Crusader 3, Warblade 3, Warlord 3
Prerequisites: Two Wyrm's Might maneuvers
Initiation Action: Immediate
Range: Personal
Target: You

With a graceful movement of your weapon, you allow your dragon spirit to guard you against an energy based attack, rather than relying on your frail, mortal limits.

A strange maneuver for this discipline, as it allows one to better fight dragons rather than emulate them, nevertheless it has been adopted into the core training of many Wyrm's Might practitioners as its utility is unquestionable.

You may use this maneuver any time you would be required to make a save against energy damage or a breath weapon (of any kind, even non damaging). Make an attack roll with any weapon you are holding instead of the Saving Throw and use the result of that roll to determine the save's success. You must use this maneuver before making the saving throw. A roll of a 1 is not an automatic failure on this check.

Note that is maneuver can only be used to reduce the damage of an energy attack. Any secondary effects must be rolled for normally.

4th

Attack On The Wing
Wyrm's Might (Strike)

Level: Animist 4, Crusader 4, Warblade 4, Warlord 4
Prerequisites: Two Wyrm's Might maneuvers
Initiation Action: One swift action
Range: Personal
Target: You

As soon as your attack lands, you exploit the momentary confusion and slip away before your opponent can react.

Like dragons, you understand the value of movement in battle and your martial training allows you to move after a successful attack.
After making a successful attack, you can initiate this maneuver to move up to 10 feet. Movement in this way does not provoke attacks of opportunity, nor does it count against your speed for the round, however you cannot initiate this maneuver in the same round you take a 5 foot step (but other movement is ignored). You use this maneuver either after a single attack or during a full attack.

Beseech the Dragon
Wyrm's Might (Boost)

Level: Animist 4, Crusader 4, Warblade 4, Warlord 4
Prerequisites: Two Wyrm's Might maneuvers
Initiation Action: Swift
Range: Personal
Target: You
Duration: End of turn

Draconic strength ebbs and flows through every nerve and tendon, waiting to be unleashed upon your enemies.

This maneuver functions like Invoke the Dragon, except you add triple your strength score to the damage. (3.5x for a two handed weapon or 2.5x for a secondary natural weapon)

Launching Claw Strike
Wyrm's Might (Strike)

Level: Animist 4, Crusader 4, Warblade 4, Warlord 4
Prerequisites: 2 Wyrm's Might maneuvers
Initiation Action: One standard action
Range: Melee
Target: One creature

Caught by surprise, your attack lifts the enemy off the ground, into the air

This maneuver can only be used on an opponent the same size as you or smaller.
As part of this maneuver, make a melee attack against an opponent. If you hit, in addition to dealing normal melee damage your opponent must make a Fortitude save (DC 14 + your Strength modifier. Dwarven stability applies). On a fail, they are thrown upwards 1d3 x 10 feet in a straight line and fall prone (mid-air opponents can be thrown downwards instead). On a success they are thrown 10 feet and do not fall prone. You do not choose where the enemy lands, but if they land in an occupied square, the occupant takes no damage.
An enemy thrown in this way takes 1d6 points of damage per 10 feet traveled. If they would be unable to travel the full distance, due to hitting a ceiling (or floor), they take damage as if they had traveled the full distance.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies threatened squares, and you can throw an enemy through occupied squares.

5th

Adult Scale Defence
Wyrm's Might (Counter)

Level: Animist 5, Crusader 5, Warblade 5, Warlord 5
Prerequisites: Two Wyrm's Might maneuvers
Initiation Action: Immediate
Range: Personal
Target: You

You watch, almost in slow motion, as the attack clatters against your armour, knowing that you will feel little of it.

This maneuver functions like Juvenile Scale Defence, except that the damage is reduced by 20 points.

Broodslaying Style
Wyrm's Might (Stance)

Level: Animist 5, Crusader 5, Warblade 5, Warlord 5
Prerequisites: Two Wyrm's Might maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You

Surrounded on all sides, your enemies have little knowledge that thanks to your dragon spirit and martial prowess, your position is the superior one.

Much like hyenas or sharks, evil dragons will inevitably fight amongst themselves moments after hatching, lashing out in a flurry of teeth and claws in a writhing mass. Paradoxically, the survivor of this battle is often the one right in the middle of the battle; for reasons only practitioners of this stance understand.

While in this stance, you cannot be flanked and enemies attempting to do so gain no benefit. Additionally, as long as you threaten at least two opponents, you gain a circumstance bonus on attack rolls equal to the number of opponents you threaten.

Hulking Lizard Strength
Wyrm's Might (Strike)

Level: Animist 5, Crusader 5, Warblade 5, Warlord 5
Prerequisites: Two Wyrm's Might maneuvers
Initiation Action: One standard action or Full Round Action
Range: Melee
Target: See text

Thanks to your physical training, your dragon spirit can push your body to even greater limits

This maneuver functions like Brutal Lizard Strength, except you gain a +24 untyped bonus to Strength, granting a +12 bonus to damge. However, this maneuver can also be initiated as part of a Full Attack, gaining the bonus strength on the first two attacks. (Not the first two that hit, the first two. If the first and third attacks hit, for example, you only gain the bonus damage on the first attack.) Only attacks gained via your base attack bonus, or your first two Natural Attacks if you only attack with Natural Weapons, gain this benefit. Extra attacks from other sources (Such as Haste), do not benefit from this extra strength.

Roar of The Scaled Sovereign
Wyrm's Might (Other)

Level: Animist 5, Crusader 5, Warblade 5, Warlord 5
Prerequisites: Two Wyrm's Might maneuvers
Initiation Action: One standard action
Range: 60 feet
Area: 60 foot burst centered on you

You let out a bestial roar, causing the weak willed to flee in terror.

When you initiate this maneuver all enemies who can hear you who fail a Will save (DC 16 + your Strength modifier) immediately move away from you at their full speed towards the maneuver's edge via the shortest, safest route. Movement in this manner does not provoke attacks of opportunity. Using this maneuver also triggers the Frightful Presence granted by the Glory of The Dragon stance, if you are in it.
This maneuver is a mind affecting, fear effect. Creatures immune to a true dragon's frightful presence are immune to this ability.

6th

Draconic Spell Rejection
Wyrn's Might (Counter)

Level: Animist 6, Crusader 6, Warblade 6, Warlord 6
Prerequisites: Two Wyrm's Might maneuvers
Initiation Action: Immediate
Range: Personal
Target: You

As the spell strikes you, it dissipates harmlessly, as though it had simply been resisted.

Like the dragons themselves, you have learned to use your dragon spirit to protect you against those who favour magical attacks, rather than martial.
You can use this maneuver any time you would be subject to a spell. Roll an Intimidate check. You gain Spell Resistance equal to the check's result that only applies against that spell, assuming that the spell can be resisted. Note that this maneuver does not inherently grant you any knowledge about whether a spell can be resisted or not. If the spell cannot be resisted, this maneuver is wasted.

Scale Shedding Rejuvenation
Wyrm's Might (Other)

Level: Animst 6, Crusader 6, Warblade 6, Warlord 6
Prerequisites: Two Wyrm's Might maneuvers
Initiation Action: One full action
Range: Personal
Target: You
Duration: See text

Injured and bloodied, you take a moment to allow your dragon spirit to purge your body of injury, despite how much your defence will suffer.

You may only initiate this maneuver in combat. When you do, you heal 4d6 points of damage +1 point per initiator level (maximum +15), 1d3 points of ability damage dealt to one of your physical ability scores and you remove all of the following conditions:

Blinded, Confused, Dazzled, Deafened, Energy Drained, Exhausted, Fatigued, Poisoned, Nauseated, Sickened, Slowed.

However, this maneuver will also cause you to take a -10 penalty to your armour class until the beginning of your next turn.


7th:

Flying Dragon Assault
Wyrm's Might (Strike)

Level: Animist 7, Crusader 7, Warblade 7, Warlord 7
Prerequisites: Three Wyrm's Might maneuvers
Initiation Action: One full action
Range: See text
Target: See text

You storm forwards, passing an opponent by, when suddenly you lash out in a fierce assault before continuing onwards.

Although they are not the only ones who can do so, many dragons learn how to attack their enemies without sacrificing mobility, utilising hit-and-run tactics as they fly overhead.
As part of this maneuver, you may move up to twice your speed in a straight line, provoking attacks of opportunity as normal. At any point while moving you may make a full attack before finishing your movement. If you do not make an attack the maneuver is still expended. This maneuver is considered a charge attack for all purposes.

Wingstorm Blow
Wyrm's Might (Strike)

Level: Animist 7, Crusader 7, Warblade 7, Warlord 7
Prerequisites: Three Wyrm's Might maneuvers
Initiation Action: One standard action
Range: Melee
Target: One creature

Your blow strikes true, sending your enemy crashing backwards.

This maneuver can only be used on an opponent the same size as you or smaller.
As part of this maneuver, make a melee attack against an opponent. If you hit, in addition to dealing normal melee damage your opponent must make a Fortitude save (DC 17 + your Strength modifier. Dwarven stability applies). On a fail, they are thrown backwards 1d6 x 10 feet in a straight line and fall prone. On a success they are thrown 10 feet and do not fall prone. You do not choose where the enemy lands, but of they land in an occupied square, the occupant takes no damage.
An enemy thrown in this way takes 1d6 points of damage per 10 feet traveled. If they would be unable to travel the full distance, due to hitting a wall, they take damage as if they had traveled the full distance.
An enemy you throw with this maneuver does not provoke attacks of opportunity for passing through enemies threatened squares, and you can throw an enemy through occupied squares.

8th:

Embrace The Dragon Spirit
Wyrm's Might (Stance)

Level: Animist 8, Crusader 8, Warblade 8, Warlord 8
Prerequisites: Three Wyrm's Might maneuvers
Initiation Action: Swift
Range: Personal
Target: You

While in this stance, you gain the following benefits:


You gain the Dragon type, becoming an Augmented version of your old type, which grants you 60ft darkvision, low-light vision and immunity to Sleep and Paralysis effects (if you did not already possess them). You are considered a True Dragon when determining if effects or magic items function for you. (But not for prerequisites.)
The Powerful Build special quality (You are considered one size category larger if it would be advantageous to do so) which also increases damage dealt by unarmed strikes or natural weapons.
Two secondary slam attacks sized for you (Only add half your strength to the damage).


Tyrannical Lizard Strength
Wyrm's Might (Strike)

Level: Animist 8, Crusader 8, Warblade 8, Warlord 8
Prerequisites: Three Wyrm's Might maneuvers
Initiation Action: One standard action or full round action.
Range: Melee
Target: See text

This maneuver functions like Hulking Lizard Strength, except you gain a +40 untyped bonus to Strength, granting a +20 bonus to damage.

Wyrm Scale Defence
Wyrm's Might (Counter)

Level: Animist 8, Crusader 8, Warblade 8, Warlord 8
Prerequisites: Three Wyrm's Might maneuvers
Initiation Action: Immediate
Range: Personal
Target: You

This maneuver functions like Juvenile Scale Defence, except that the damage is reduced by 50 points.

9th

Multi-Headed Chromatic Onslaught
Wyrm's Might (Strike)

Level: Animist 9, Crusader 9, Warblade 9, Warlord 9
Prerequisites: Four Wyrm's Might maneuvers
Initiation Action: One Full-Round action
Range: Melee
Target: Up to five creatures

With five, brutal swings, you lay waste to those who think they can oppose your unfathomable power.

Despite the obvious connotations to Tiamat, this maneuver is merely a martial representation of what it is like to fight one of her aspects. As a result, there is no inherent stigma, or reverence, attached to this maneuver's usage. In fact, according to legend, a Crusader of Bahamut once used this maneuver as the finishing blow against five chromatic dragons simultaneously.

As part of this maneuver, make five attacks at your highest base attack bonus. You do not have to attack the same creature each time. Any attacks that hit deal an extra 5d6 points of damage.

ShiningStarling
2019-03-22, 06:55 AM
I like it, quite a bit. I do feel a Spear or Shortspear belongs on the weapon list, Smaug himself describes his teeth as such. Speaking of which, a level or two look a bit light, might I suggest a few more of the esoteric Dragon possibilities? For instance, that launching maneuver you have could quite easily have a wing buffet flavor, and have an earlier maneuver with a horizontal variation.

Also, small note but I feel like that Dragon head capstone deserves some elemental affiliation, perhaps the five strikes go down the list of draconic elements for their bonus damage? Or even let the initiator choose for wack or every hit?

Sgt. Cookie
2019-03-22, 08:53 AM
The thing with this discipline is that I'm actively avoiding energy damage (and in fact supernatural abilities in general), that said having it interact as though it were energy damage might not be a terrible idea.

Good call on the shortspear, though.

I do like the idea of a vertical launch as a much earlier maneuver. Probably fourth, naming that maneuver Launching Claw Strike, with the later maneuver renamed to Wingstorm Blow perhaps.

DracoDei
2019-03-22, 10:30 AM
Did you take my comments on the Age of Warriors (Revived!) thread into account yet?

Sgt. Cookie
2019-03-22, 10:49 AM
I did, yes, thanks Draco. Any thoughts on the discipline now I've got full descriptions?

DracoDei
2019-03-22, 12:52 PM
I did, yes, thanks Draco. Any thoughts on the discipline now I've got full descriptions?
My confusion that you actually consider "Not during your turn" to be a significant restriction for the first level Immediate Strike remains unresolved.

The first level stance looks like something many a Scout would dip a martial class to get easy full-attacks with ranged weapons... until you actually read it and realize it also burns a move action. The short description is misleading on this point, although I can see why you would want to avoid confusion about when you can do it. Perhaps add "(also uses up your next move action for the round)" ? In and case I think the header on the full description is flat-out wrong since it says "swift". In any case, a parenthetical or footnote "*" ( with the "*" below the header, before the main paragraph -text) to clarify the same issue about the move action would be a very good thing.

This is not as much as you would probably prefer. What energy I can muster I am focusing on my own stuff for the most part. Elves seemed to recommend this to me.

starting with the especially the "build-up" maneuvers (and maybe a stance) for Stone Dragon. I have at least two clarifications in mind for it, plus seven more maneuvers to add, three more progressions of.the current series, plus a chain of four AoE variants.
Then there is a legacy weapon (minus fluff?), getting Falling Anvil unlocked so I can repost a copy of it with a key table visible and some changes that occurred to me over the years after it was locked, and considering some tweaks to the anti-swallow-whole pair.
I also want to further review Soothed Beast (http://www.giantitp.com/forums/showthread.php?583376-A-Martial-Discipline-For-Pacifists-(PEACH)).

Sgt. Cookie
2019-03-23, 05:29 PM
Just a small update folks. I've added the fluff regarding Wyrm's Might and its relation to the as well as prettying things up and adding in a new fourth level maneuver.

Sgt. Cookie
2019-06-11, 05:32 PM
Here's an update folks:

The "Lizard Strength" manuvers have been updated. I wasn't really happy with the maneuvers as they were. Now, though? MUCH happier.


Now, the balance point for these maneuvers was "Somewhat lower than the average for the equivalent Stone Dragon" maneuvers. So, while they're more reliable, they're don't have the same potential output. They also don't auto-overcome Damage Reduction, so that's something to be aware of.

khadgar567
2019-06-12, 10:01 AM
2nd, 5th and 8th level manouvers are legitimately to good to miss. And they dont have draw back to balance them

GrayDeath
2019-06-12, 10:51 AM
Only gave it a short look so far, but:

Pros: Nice, focussed, fluffy, powerful (but mostly in no way OP), and both Dragonny and not obviously Supernatural

Con: narrow, some stacking (Lizard Strength Maneuvers and other strength boosters) might lead to ridicuspously high numbers (remember, Strength does not really scale linear above 20).

I would suggest changing the Untyped Bonus to Enhancement Bonus at the very least.

More feedback later. ;)

Elves
2019-06-14, 12:02 AM
It feels a bit cheap to say that 1.5x strmod for two-handing doesn't apply to that maneuver line. I would say let it. For the 2nd level maneuver, this change makes it slightly more competitive with Mountain Hammer, a boost it needs given how precious blank slate DR/hardness penetration is at that level.

By 15th level, piercing DR is easier so the utility function for the DR penetration becomes a better tradeoff. Frankly, rocking 100+ strength on demand with the utility usage is too much. For comparison, great wyrms have around 40 Str (which should seriously be higher, but the point is that stats scale weirdly).


TLDR: To two bird it with one stone, I recommend letting 1.5x strmod for the Lizard Strength line work as normal, while reducing the bonus from Tyrannical Lizard Strength significantly, say to 48 or 50, or even just to 40 while reducing the 5th level version to 20/24. The 1.5strmod will still keep its damage as competitive as before and now the utility function is more reasonable.

(Yes, this does maintain disparity between 1hing and 2hing, but making sword&board viable at 15th level requires much more of a change than a single maneuver line can deliver anyway -- something better addressed through a shield discipline that gives that style its own functionality.)

The point is, by 15th level this is more of a giant boulder throwing maneuver than a direct attack one; 35 damage ain't making much difference at that point.

Sgt. Cookie
2019-06-18, 07:54 AM
Thank you for the feedback! (I'd have gotten to it sooner, but I spent the better part of the last week camped out for a music festival).

I have adjusted the Lizard Strength maneuvers, reduced the strength bonus it grants and clarified how they're used as a utility maneuver. The Hulking and Tyrannical maneuvers can also be used as part of a full-attack, gaining the strength on the first two (BAB-induced) attacks. Since 30 damage at level 15 isn't that helpful, but 60 damage starts to look quite tasty. The (theoretically at least) downside is that you need to hit with both attacks, and if one of the first two attacks miss, that damage is lost, even if a later attack hits.

Elves
2019-06-18, 12:12 PM
Well the comparison for Tyrannical is Greater Divine Surge. Baseline, GDS does 36 for a full round action vs TLS 30 for a standard action, but no one uses GDS without Con spending.

With full Con spending, GDS is 171 at 15th and 216 at 20th, vs TLS's 60.

Yes, TLS is a full attack so you get extra instances of base damage, so the gap's not as big as it seems, but GDS has a huge attack bonus while subsequent TLS attacks can miss (which also risks losing half the bonus damage).

The downside to GDS is that then you need a restoration effect, which takes 1 extra action, though the DS capstone does this for free if you're able to wait 1 round.

And TLS has the utility function.

(I was actually a fan of the more expansive utility usage since it provided a different axis of use making it valuable to have both, but I understand why you limited it.)

Still, the damage disparity could justify letting Invoke the Dragon interact with Lizard Strength somehow. Compared to a normal full attack it gives a +40 damage synergy bonus which is too much though, and if it were lowered to 2x, it would be too weak when not used with Lizard Strength. Maybe you get some kind of other benefit?