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WarHunter
2022-03-06, 02:09 PM
Neofish's BROKEN WAVE (Discipline) saved and continued by Agent_0042

"Let me tell you of Krey the Wave Breaker! Greatest is he among all Martial adepts! For it is he who forged the path that smashed the Stone lords upon high and drown out the rays of the Sun disciples! Praise Be to Krey and his teachings of the mighty waves!
- Rolkar the Sea Wolf before the navel battle of the Thunder seas.

Founded by a weathered and dour warblade by the name Krey, who later became known as Krey the Wave Breaker, Broken Wave is a young discipline that emphasizes heavy handed strikes and charges aimed at repositioning enemies and driving foes back, as well as swift moments used for retreating and advancing deep into enemy formations. Many a Broken Wave adept routinely see active duty in various kingdoms as shock troops and marines, as the school is ideal for breaking formations and battles lines, as well as knocking and dragging foes off ships, casting their fate to the mercy of the seas.

One must be unceasing and persistent in his attacks. A true warrior remains determined in every strike. He can always break and overcome his enemy, no matter how tenacious or great, if he stays at it long enough. A practitioner of this discipline seeks to become like the roaring seas, able to maneuver around and manipulate his opponents, overcoming every obstacle in his way. Unrelenting force and determination make up most of the Broken wave's teachings. Maximizing ones momentum and balance are crucial to this school, so Balance is the key skill for this discipline. The club, glaive, greatclub (often fashioned in the like of a massive, blunt, wooden sword), morning star, sickle and unarmed strike are the associated weapons for Broken Wave.

1st Level

Against the Tide: Counter - Replace opposed str or dex ability check with a balance check instead.

Roaring Wave: Strike - Make balance check, deal +1d6 extra damage, move opponent 5ft.

Shifting Seas: Boost - After successful melee attack, take a 5ft. step

Wave Cutter: Stance - Suffer no penalties for using a slashing or bludgeoning weapon while underwater.
2nd Level

Aqua Lung: Stance - Gain a bonus to all Con checks made to prevent drowning equal to your initiator level.

Rabid Tidal Rush: Strike - Charging bull rush grants bonuses to opposed strength checks and a penalty to armor class based upon distanced moved. knocks opponent back and prone.

Sweeping Undercurrent: Strike - attack deals extra +1d6 damage, knocks foe prone.


3rd Level

Battering Waves: Strike - Charging bull rush deals extra damage based upon distance traveled, may daze foe.

Devouring Wave: Strike - May initiate a grapple after successful melee attack.

Stem the Tide: Counter - Make opposed attack roll against attacking opponent, if successful, prevents attack and knocks foe prone.

Tsunami Stride: Stance - Ignore difficult terrain, gain bonuses on strength and dexterity checks based upon distance moved.


4th Level

Kraken's Embrace: Strike - Successful grapple check against pinned opponent renders them unconscious for 1 round.

Rolling Seas: Boost - After successful melee attack, may make a 10ft. step.

Unrelenting Fury of the Seas: Boost - May make an additional attack against an opponent you moved this round. Deals extra damage based on how far opponent was moved this turn.


5th Level

Cast Away: Strike - Make a melee attack against every adjacent opponent, knock them back 5 feet.

Furious Roaring Wave: Strike - 6d6 damage, knock foe back 10 feet and prone.

Turn the Tide: Counter - Make opposed attack against opponent, if successful, deal weapon damage and knock foe prone.


6th Level

Crushing Depths: Strike - successful check against pinned opponent paralyzes him for 1d4 rounds.

Inescapable Riptide: Boost - Gain bonus on grapple check, deal bludgeoning damage.

Weight of the Fathoms: Strike - knock foe prone and dazed.


7th Level

Crushing Waves: Strike - charging bull rush deals damage, knocks foe back, dazes foe.

High Tide: Stance - May overrun opponents during regular movement, but each opponent filled square counts as 2 squares of movement.

Whirlpool Thrust: Strike - strike every adjacent opponent, knock them back 10 feet and prone


8th Level

Rising Tide: Stance - Opponents provoke attack of opportunity if they don't move away from you on their turn, this attack of opportunity may only be spent on trip attempts.

White Squall: Strike - Balance check Deals damage, knocks foe back very far and prone, stuns.


9th Level
Maelstrom: Strike - Move twice your movement, gain bonuses to attack and damage based upon distanced moved, bull rush anyone you come into contact with, may move them any direction, knock them prone.


Against the Tide
Broken Wave (Counter)
Level: Warblade 1
Initiation action: 1 immediate action
Range: Personal
Target: You

You lean into your oncoming opponent, bracing yourself for the impact.

One of the first lessons taught to young Wave adepts is to stand against the tide. By learning how to throw your weight against the oncoming waves, one learns how to better retain their balance and better brace themselves against momentous assaults.
Whenever you are required to make an opposed Strength or Dexterity check, you may initiate this maneuver. You may make a Balance check instead of a Strength or Dexterity check. Unlike a normal balance checks, you may choose to apply your Strength modifier rather your Dexterity modifier to this check. In addition, all the normal modifiers for the ability check still apply (such as size and stability, in addition to any modifiers to your Strength checks you would receive from any Broken Wave maneuvers).

Aqua Lung
Broken Wave (Stance)
Level: Warblade 2
Prerequisite: One Broken Wave Maneuver
Initiation action: 1swift action
Range: Personal
Target: You
Duration: Stance

With a deep, reserving calm you slow your lungs and heartbeat, wasting little of the air in your lungs.

You learn to slow your breathing and calm your heartbeat, allowing you to survive on a minimal amount of air while underwater. Legends say that the most accomplished Wave adepts can remain underwater for hours at a time.
While in this stance, you gain a number of benefits based upon your initiator level.



Benefit

1-5
You may hold your breath for a number of rounds equal to 3 times your Constitution score before any risk of drowning

6-10

You may hold your breath for a number of rounds equal to 4 times your Constitution score before any risk of drowning



11-15
You may hold your breath for a number of rounds equal to 5 times your Constitution score before any risk of drowning


16+
You may hold your breath for a number of rounds equal to 6 times your Constitution score before any risk of drowning




If you are removed from this stance unwilling, you revert back to your normal limitations as to how long you can hold your breath. If you have exceeded this limit and are removed from this stance, you gain a +4 bonus on your next constitution check to resist the effects of drowning.

Battering Waves
Broken Wave (Strike)
Level: Warblade 3
Prerequisite: One Broken Wave Maneuver
Initiation Action: 1 full-round action
Range: Melee attack
Target: One creature
Saving Throw: Fortitude

You crash into your opponent like the waves of a furious storm, you thrash your opponent about, repeatedly smashing into him and pushing him around the battlefield.

As part of this maneuver, you make a bull rush attack as part of a charge. Neither the movement, nor the bull rush attack provokes an attack of opportunity. For every 10 feet you move before the bull rush attack, you gain a cumulative +2 bonus to your opposed strength check. If your check result exceeds your opponent's result, you push him back as normal. Assuming your check result is high enough, you can push your opponent back more than 5 feet (as per a normal bull rush), except that for every 5 feet you push your opponent back, you may also push him 5 feet to the left or the right. After the results of the bull rush are resolved, you deal bludgeoning damage equal to 1d6 + an additional 1d6 for every 5 feet you pushed your opponent back + your strength modifier, your opponent must also make a Fortitude save (DC 13+ your strength modifier + 1 for every 5 feet you pushed your opponent back) or be dazed for one round.

Cast Away:
Broken Wave (Strike)
Level: Warblade 5
Prerequisite: Two Broken Wave Maneuvers
Initiation Action: 1 standard action
Range: Adjacent squares
Target: all enemies in range
- Make a melee attack against every adjacent opponent, knock them back 5 feet.

Crushing Depths
Broken Wave (Strike)
Level: Warblade 6
Prerequisite: Three Broken Wave Maneuvers
Initiation Action: 1 standard action
Range: Pinned opponent
Target: One creature

- successful check against pinned opponent paralyzes him for 1d4 rounds.

Crushing Waves
Broken Wave (Strike)
Level: Warblade 7
Prerequisite: Four Broken Wave Maneuvers*
Initiation Action: 1 standard action
Range: Melee Attack
Target: One creature

- charging bull rush deals damage, knocks foe back, dazes foe.

Devouring Wave
Broken Wave (Strike)
Level: Warblade 3
Prerequisite: One Broken Wave Maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature

Your powerful strike knocks your opponent off guard, allowing you to grab hold of him and force him to the ground.

As part of this maneuver, make a melee attack, you deal an additional 4d6 points of bludgeoning damage. If the attack is successful, you may make a free grapple attempt. You must have at least one hand free in order to make this grapple check, and may choose (as a free action) to drop your weapon or loose a readied shield. No touch attack is necessary, nor does it provoke an attack of opportunity. You gain a +4 on this grapple attempt.

Furious Roaring Wave
Broken Wave (Strike)
Level: Warblade 5
Prerequisite: Two Broken Wave Maneuvers
Initiation Action: 1 standard Action
Range: Melee attack
Target: One creature

With a fearsome roar you throw all your weight behind a crushing blow, knocking your opponent tumbling to the ground.

As part of this maneuver, you make a balance check to throw all of your weight behind melee attack. The Balance check's DC is equal to your opponent's AC. If the check succeeds, your melee attack deals an extra 6d6 points of damage and you push your opponent either 10ft. back, to the left, or to the right, you cannot push your opponent into occupied squares and this movement does not provoke attacks of opportunity. At the end of this movement, your opponent falls prone. If the check fails, you may still attack your opponent, but you do not deal extra damage and you don't not push your opponent, but this maneuver is still considered expended.

Inescapable Riptide
Broken Wave (Boost)
Level: Warblade 6
Prerequisite: Three Broken Wave Maneuvers
Initiation Action: 1 Swift action
Range: Personal
Target: You

- Gain bonus on grapple check, deal bludgeoning damage.

Kraken's Embrace
Broken Wave (Strike)
Level: Warblade 4
Prerequisite: Two Broken Wave Maneuvers
Initiation Action: 1 Standard action
Range: Grapple
Target: One Creature

Like the fearsome Krakens of the depths, you latch onto your opponent and squeeze the life out of him

You viciously wrap your arms and legs around your opponents neck and squeeze.If you are currently in a grapple against an opponent you have pinned, you may initiate this action. Make a grapple check, you gain a +4 bonus to this check. If successful, you deal bludgeoning damage equal to 4d6+ your strength modifier and your opponent must make a Fortitude save (DC 14+ your Strength modifier) or become stunned for 1 round. A successful save merely dazes your foe instead of stunning him.

Rabid Tidal Rush
Broken Wave (Strike)
Level: Warblade 2
Prerequisite: One Broken Wave Maneuver
Initiation action: 1 Full-round action
Range: Melee attack
Target: One creature

With a wild rush, you crash into your opponent, forcing him off balance and driving him back.

As part of this maneuver, you make a bull rush attack as part of a charge. Neither the movement, nor the bull rush attack provokes an attack of opportunity. For every 10 feet you move before the bull rush attack, you gain a cumulative +2 bonus to your opposed strength check and a -1 penalty to your AC, these modifiers last until until the beginning of your next turn. If your check exceeds your opponent's result, you push him back 5 feet as normal. Assuming your strength check is high enough, you can push your opponent back more than 5feet (as normal for a bull rush). After the bull rush attack has been resolved, make a melee attack against the same opponent that you selected for this bull rush attempt. You gain a cumulative +1 bonus to your attack and damage roll for every 5 feet you pushed your opponent back using this maneuver.

Roaring Wave
Broken Wave (Strike)
Level: Warblade 1
Prerequisite:
Initiation action: 1standard action
Range: Melee attack
Target: One creature

With a deep roar and a mighty swing your weapon slams into your opponent, driving him back.

You have learned to throw all your weight behind you attacks, and keeping with the momentum of the initial swing, you follow through, forcing your opponent to move. As part of this maneuver, you make a balance check to throw all of your weight behind melee attack. The Balance check's DC is equal to your opponent's AC. If the check succeeds, your melee attack deals an extra 1d6 points of damage and you push your opponent either 5ft. back, to the left, or to the right, you cannot push your opponent into occupied squares and this movement does not provoke attacks of opportunity. If the check fails, you may still attack your opponent, but you do not deal extra damage and you don't not push your opponent, but this maneuver is still considered expended.

Rolling Seas
Broken Wave (Boost)
Level: Warblade 4
Prerequisites: Two Broken Wave Maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You

You slip in and about your opponents with ease, like water through a crack in a castle's foundation.

After you make a successful melee attack, you may initiate this maneuver. You may move up to 10 feet. Like a 5ft. step, this movement does not provoke an attack of opportunity.


Shifting Seas
Broken Wave (Boost)
Level: Warblade 1
Prerequisite: One Broken Wave Maneuver
Initiation action: 1swift action
Range: Personal
Target: You

In the vital seconds after you break your opponent's guard, you quickly shift your position.

Like the ever moving waters of the sea, you are always on the move, constantly moving in and out and all around your opponents. After you make a successful melee attack, you may initiate this maneuver. You may take a 5ft. step. Like all 5ft. steps, this does not provoke an attack of opportunity.

Stem the Tide
Broken Wave (Counter)
Level: Warblade 3
Prerequisites: One Broken Wave Maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One Creature

With crucial timing, you lunge at an attacking adversary, knocking him off balance and foiling his attack

A natural extension upon the against the tide teachings. You wait until the very instant your opponent attacks before slamming into him, ducking under his blow and throwing him off balance. Whenever an opponent makes a melee attack against you, you may initiate this maneuver before the results of the attack roll are known. You and your opponent make an opposed Strength check. if your strength check result is higher than your opponent's, the attack is negated and your opponent is pushed back 5 feet, in addition, he is considered flat-footed until the beginning of his next turn. This movement does not provoke an attack of opportunity.

Sweeping Undercurrent
Broken Wave (Strike)
Level: Warblade 2
Prerequisite:
Initiation action: 1 standard action
Range: melee attack
Target: One creature

With a hard and fast swing you knock the legs out form under your opponent.

As part of this Maneuver, you make a melee attack, it deals an extra 1d6 points of damage. If the attack is successful, you and your opponent make an opposed strength check, treat this as a trip attempt, except your opponent may not attempt to trip if you fail your opposing roll.

Tsunami Stride
Broken Wave (Stance)
Level: Warblade 3
Prerequisite: Two Broken Wave Maneuvers
Initiation Action: 1 swfit action
Range: Personal
Target: You
Duration: Stance

You effortlessly plow over any obstacle and cross any ground, like a raging tsunami devouring the shore.

Wave adepts constantly train waist deep in water, sprinting over loose sand, jagged rocks and wicked coral in an attempt to build muscle, maintain their balance in any situation and to maintain momentum despite what lies underneath their feet. While in this Stance, you ignore penalties to speed, movement or skill checks associated with movement incurred by moving through difficult terrain. In addition, while in this stance, you gain a cumulative +1 bonus to all opposed strength or dexterity checks for every 5 feet you move during the round, these bonuses last until the beginning of your next turn.

Turn the Tide
Broken Wave (Counter)
Level: Warblade 5
Prerequisite: Two Broken Wave Maneuvers
Range: Melee attack
Target: One Creature

With a well timed strike, you deflect your opponent's attack and cleave into him.

Whenever an opponent makes a melee attack against you, you may initiate this maneuver before the results of the attack roll are known. You must also be armed with a melee weapon in order to initiate this maneuver. Make an opposed attack roll, if your attack roll result is higher than your opponent's, the attack is negated and you deal damage to your opponent equal to the weapon damage used for the opposed attack roll, plus an additional 2d6 points of damage. Your opponent must then make a Fortitude save (DC 15+ your strength modifier) or be dazed for 1 round. He must then also make a Reflex save (DC 5 + damage dealt) or fall prone.

Unrelenting Fury of the Seas
Broken Wave (Boost)
Level: Warblade 4
Prerequisite: Two Broken Wave Maneuvers
Initiation Action: 1 swift action
Range: Melee attack
Target: One creature

You are relentless in your assault, striking and driving your opponent in a constant fashion.

You may initiate this maneuver only against an opponent you have pushed at least 5 feet this turn. Make a melee attack, it deals an additional 4d6 damage.

Wave Cutter
Broken Wave (Stance)
Level: Warblade 1
Initiation action: 1 swift action
Range: Personal
Target: You
Duration: Stance

Your powerful strokes are unhindered by the surrounding water

One of the basic training methods used by water adepts is wave cutting. In which they spend hours slashing and hacking against the waves and currents in and out of the water, not only does this build strength, but it also gives the adept a familiarity with his surroundings.
While in this stance, you don't suffer penalties to attack and damage rolls when using a bludgeoning or slashing weapon while underwater, attacking into water, or attacking out of water.

Weight of the Fathoms
Broken Wave (Strike)
Level: Warblade 6
Prerequisite: Three Broken Wave Maneuvers
Initiation action: 1 standard action
Range: Melee Attack
Target: One Creature

- knock foe prone and dazed.

RandomPeasant
2022-03-07, 08:47 PM
I think you need to re-think the stances, at least the 1st and 2nd level ones. Warblades simply don't get enough stances known to spend them on conditionally-useful utility like operating better underwater. A stance needs to be a thing you can use to at least some effect on most, if not all, of your adventures. They also seem pretty underpowered. "You can use your weapon underwater even if you normally couldn't" isn't a huge deal, because you could always use a different weapon to no penalty. Similarly, "you can hold your breath slightly longer" isn't all that impressive, especially since the range of situations where you need to hold your breath for more that two rounds per point of Constitution, but not indefinitely, doesn't seem likely to be all that large. I would recommend that you just make it a general rule that anyone in a Broken Wave stance gets a swim speed and water breathing. You know, like the special rules for Stone Dragon, but an upside instead of a downside.

Also, the levels you have stances at is inconsistent with the conventions from Tome of Battle, but those conventions aren't all that consistent with themselves, so I don't blame you if you leave it the way it is.

WarHunter
2023-03-23, 05:48 AM
I think you need to re-think the stances, at least the 1st and 2nd level ones. Warblades simply don't get enough stances known to spend them on conditionally-useful utility like operating better underwater. A stance needs to be a thing you can use to at least some effect on most, if not all, of your adventures. They also seem pretty underpowered. "You can use your weapon underwater even if you normally couldn't" isn't a huge deal, because you could always use a different weapon to no penalty. Similarly, "you can hold your breath slightly longer" isn't all that impressive, especially since the range of situations where you need to hold your breath for more that two rounds per point of Constitution, but not indefinitely, doesn't seem likely to be all that large. I would recommend that you just make it a general rule that anyone in a Broken Wave stance gets a swim speed and water breathing. You know, like the special rules for Stone Dragon, but an upside instead of a downside.

Also, the levels you have stances at is inconsistent with the conventions from Tome of Battle, but those conventions aren't all that consistent with themselves, so I don't blame you if you leave it the way it is.

Sorry I am merely trying to finish the discipline that I found of Neofish's BROKEN WAVE (Discipline) saved and continued by Agent_0042, so all the earlier ones are from them and I don't have the authority to change them.