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RelentlessImp
2007-12-10, 04:00 AM
Alright, this is my first attempt at a full martial discipline to help me understand how ToB classes work. This is probably a poor implementation, but here goes. I present to you all...

Small Fury
Long have the smaller races been looked down upon as physical combatants, as their stature makes them, for good or ill, easy to look down upon (pun intended). However, some of the greater warriors in history have been dwarves, gnomes and halflings, though scarcely recognizd by larger peoples.
The goal of the Small Fury discipline is to change that stereotype; it is also a newcomer to the Sublime Way, and as such, has no weapon of legacy, such as Kamate or Faithful Avenger. However, it has been recognized as a valued addition to the Sublime Way.

The key ability for Small Fury is Intimidate, as the practitioners of it often seek to overcome their opponents through a test of wills before they strike, unnerving them and often causing fear.

All maneuvers of the Small Fury discipline are Ex abilities unless otherwise noted in the text.

Small Fury Weapons: greatsword, greataxe, maul, bastard sword, scythe (all small sized or smaller)

Any Crusader, Swordsage or Warblade may take this discipline.

Game Mechanics:
Initiator Prerequisite: Small size or smaller
Martial Proficiency in any of the Small Fury weapons.

RelentlessImp
2007-12-10, 04:01 AM
Maneuver List

1st Level:
Clarity - Boost. Gain inspiration bonus to attack and damage based on enemies affected by Unnerving Strike during encounter.
Riposte - Counter. Use smaller weapon to exploit larger foe's minute openings.
Unnerving Strike - Strike. Cause foe to become shaken.
Utter Calm - Stance. Gain Dodge bonus to AC based on Intimidate ranks and adjacent foes.

2nd Level:
Bolstering Strike - Strike. Melee attack inspires companions to greater glories.
Commanding Presence - Boost. Allies gain DR 5/-.
Unshakable Strike - Strike. Melee attack gains 1d6/level damage.
Little Terror - Counter. Trip, disarm, or sunder attempt without provoking attacks of opportunity.

3rd Level:
Bravado's Horror - Strike. Cause foe to become frightened.
Circular Strike - Strike. Cause melee damage + 1d6/2 levels to all foes you threaten.
Tiny Terror - Stance. Treated as one size category larger for combat-related checks.
Imp On Wheels - Boost. Gain +15ft speed for 1 round/2 levels.

4th Level:
Death From Below - Strike. Sweep blade upwards to gain +5d6 damage.
Erroneus Blow - Counter. Strike foe and send them backwards, gain +3d6 damage.
Furious Charger - Boost. Gain +1d6/3 levels for 1 round/5 levels.

5th Level:
Feeling the Earth - Stance. Gain earthsense 30ft, +1/2 level competence bonus on attack against ground-based foes.
Repelling Fury - Counter. Match foe's strike with one of your own, do half opponent's weapon die + 2d8 damage, move them back.
Wounding Blow - Strike. Strike with +3d8 damage, cause wound that deals strength damage.

6th Level:
Butcher the Opposition - Strike. Gain +6d6 damage on melee attack, cause foe to become frightened.
One Side - Strike. Strike foes as you move, cause those in your way to move to one side.

7th Level:
Hamstringin' - Strike. Deal +6d6 damage, cut foe's movement speed in half.
Hold 'Em Down - Strike. Deal +5d6 damage, knock foe prone, keep prone with Intimidation.
Inspired Assault - Boost. Upon dropping a foe, allies within line of sight can take an immediate attack action.

8th Level:
Ebb and Flow of Battle - Stance. Foes are threatened with an attack of opportunity.
Roaring Quasit - Boost. All allies within 30ft and self gain DR 25/-. All foes within 30ft become shaken.
Tiny Murderer - Strike. Deal +10d6 damage.

9th Level:
The Bigger They Are - Strike. Deal extra damage based on size category differences.




1st Level Maneuvers

Clarity
Small Fury (Boost)
Level: 1
Prerequisite: Unnerving Strike
Initiation Action: 1 swift action
Duration: 1 round
Range: Personal/See text
Target: You/See text
As a swift action, you may assess a foe shaken by Unnerving Strike, finding weaknesses in their defenses. This must be followed by a standard or full round action to attack that foe, on which you gain a +1 competence bonus on all attacks made against that foe.

Riposte
Small Fury (counter)
Level: 1
Prerequisite: 1 Small Fury maneuver
Initiation Action: 1 immediate action
Range: Melee attack
Target: One opponent Medium or larger wielding a melee weapon
As an immediate action, you can attempt a Riposte in response to a Medium or larger opponent who has declared an attack against you. You must do so before the attack is resolved. Make an Intimidate check against an opponent's Concentration; if it succeeds, you can exploit an opening in their defenses with a quick attack roll at half your weapon's damage die, rounded down to the nearest valid die (thus 1d10 becomes 1d4, 1d12 becomes 1d6). If the nearest die is less than a d4, treat it as a d4 instead (thus 2d6 becomes 2d4). This attack is resolved after your opponent's.

Unnerving Strike
Small Fury (Strike)
Level: 1
Initiation Action: 1 standard action
Range: Melee attack
Duration: 1 round/level
Target: 1 opponent Medium or larger

Make a single melee attack; if it hits, make an Intimidate check as a free action against an opposed Intimidate check. If it meets or exceeds your foe's Intimidate check, you afflict the target with shaken condition for 1 round/level. This condition does not stack with other fear effects.

Utter Calm
Small Fury (Stance)
Level: 1
Initiation Action: 1 swift action
Range: Personal
Target: You
While you are in this stance, make an Intimidate check each round against each adjacent foe's Intimidate check. For every 5 you beat the foe's Intimidate check by, you gain a +1 dodge bonus to AC against that foe.


2nd Level Maneuvers

Bolstering Strike (Strike)
Small Fury
Level: 2
Prerequisite: Two Small Fury maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Duration: Instantaneous
Target: One foe Medium or larger wielding a melee weapon
On a melee attack, make an Intimidate check against opponent's opposed Intimidate check. If it exceeds the target's Intimidate check, the enemy falls back before your strike, inspiring your allies to greater glory. Every ally within line of sight (not including yourself) gains a +1 competence bonus to attack rolls/2 levels for 1 round/2 levels. (max +10, 10 rounds)

Commanding Presence (Boost)
Small Fury
Level: 2
Prerequisite: Utter Calm, Bolstering Strike
Initiation Action: 1 swift action
Range: 30' radius centered on you
Target: All allies within 30'
You issue orders in a clear, ringing voice to those around you, inspiring your allies with your self-confidence and sound tactical advice. They begin to ignore their wounds, pushing on furiously. All allies gain DR 5/- for 1 round/2 levels (max 10).

Little Terror (Counter)
Small Fury
Level: 2
Prerequisite: Utter Calm
Range: Melee attack
Target: One enemy who has declared an attack on you
You draw upon your inner calm as your foe tries to strike you, swinging your weapon hard for one of three targets; their weapon, their legs, or their wielding hand. You may make a free, immediate sunder or disarm attack against the enemy; if you are wielding a weapon capable of making a trip, you may also make a trip attack against the foe. Your attack does not draw an attack of opportunity.

This is resolved before your opponent's attack, and negates the foe's attack if they are knocked prone, or if their weapon is sundered or knocked from their hand. They do not lose their action, however.

Unshakable Strike (Strike)
Small Fury
Level: 2
Prerequisite: Utter Calm
Range: Melee attack
Target: One enemy
You draw upon your unshakable will as you strike at your opponent, determined not to waver. You gain +1d6 damage/level (max 5d6) on that strike.


3rd Level Maneuvers

Bravado's Horror (Strike)
Small Fury
Level: 3
Prerequisite: Any two Strikes from Small Fury
Initiation Action: 1 standard action
Range: Melee attack
Target: One foe
Duration: Instantaneous
Make a single attack; if it strikes, make an Intimidate check against your opponent's opposed Intimidate check. If it meets or exceeds your opponent's Intimidate check, they are frightened for 1 round/level.

Circular Strike
Small Fury
Level: 3
Prerequisite: Any three Small Fury maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: All foes within melee range/which you threaten
Area: All threatened squares
You take your weapon in hand and swing it hard, letting the weapon's momentum carry you around. You may make one melee attack against every foe you threaten at your full base attack bonus, and gain +1d6 damage/2 levels on each hit.

Tiny Terror (Stance)
Small Fury
Level: 3
Prerequisite: Utter Calm, Unshakable Strike
Initiation Action: 1 swift action
Range: Personal
Target: You
You are a Tiny Terror, a well-practiced practitioner of the Small Fury way. You have learned how to handle opponents larger than you. You are treated as one size category larger during combat whenever it would be beneficial to you, such as when making grapple checks, disarm attempts and bull rush checks. It does not count for wielding weapons sized for beings sized larger than your real size.

Imp On Wheels (Boost)
Small Fury
Level: 3
Prerequisite: Tiny Terror
Initiation Action: 1 swift action
Range: Personal
Target: You
As a Tiny Terror, you know how important speed is in combat. As a swift action, you may concentrate for a brief moment, setting yourself, regulating your breathing. Afterwards, you gain a +15ft speed bonus for 1 round/2 levels.


4th Level Maneuvers

Death From Below (Strike)
Small Fury
Level: 4
Initiation Action: 1 standard action
Range: Melee attack
Target: One foe Medium size or larger
You swing your weapon about your chest, slinging it from side to side in your hands, building momentum. At the lowest point of one of the swinging, you reverse the momentum and strike at your foe. This attack gains +5d6 damage.

Erroneous Blow (Counter)
Small Fury
Level: 4
Prerequisite: Unshakable Strike
Initiation Action: 1 immediate action
Range: Melee attack
Target: One foe
As your opponent makes to strike at you, you sling your weapon behind your shoulder and swing it fiercely at them, forcing them to backpedal. If the attack strikes, you gain +3d6 damage on the attack, and your foe is shoved back five feet. If the opponent cannot move backwards five feet, then they are shunted five feet in the nearest direction. If all paths are blocked, they are not thrown backwards. This is resolved before your opponent's attack.

Furious Charger(Boost)
Level: 4
Initiation Action: 1 swift action
Range: Personal
Target: You
You draw upon your inner anger, letting it course through you before releasing a primal scream of rage. You gain +1d6/3 levels damage (max 6d6) on all attacks for 1 round/5 levels (max 3 rounds).


5th Level Maneuvers

Feeling the Earth (Stance)
Small Fury
Level: 5
Initiation Action: 1 swift action
Range: Personal
Target: You
You plant your feet firmly onto the ground, drawing strength from the earth beneath your feet and the sweat of your brow. You gain Earthsense out to 30ft, and gain a competence bonus equal to 1/2 your initiator level on all attacks against foes who are standing on the ground and do not have a Fly speed. This stance is a Supernatural ability. Earthsense has all its restrictions; if Earthsense cannot work in your environment, then this stance cannot be used.

Repelling Fury (Counter)
Small Fury
Level: 5
Prerequisite: Erroneous Blow
Initiation Action: 1 immediate action
Range: Melee attack
Target: One foe wielding a melee weapon
Your opponent moves to strike you, but you're ready for him. You swing your blade with such force that your opponent's blade shudders and is forced back to him. Make an attack roll against your opponent at full base attack bonus; they are considered flat-footed (only for the purposes of their AC on this counter). If it hits, you force their weapon back against them with such force that it harms them. You deal half their weapon's damage die (minimum 1d4) +2d8 and push them back 5ft. If they cannot be pushed directly back, they do not move.

Wounding Blow
Small Fury
Level: 5
Initiation Action: 1 standard action
Range: Melee attack
Target: One foe
You swing with such force that you leave a vicious wound in your foe that cries blood. You deal +3d6 damage and open a wound that bleeds for 1 round for every 5 damage dealt, dealing an additional 1d6 Strength damage per round.


6th Level Maneuvers

Butcher the Opposition (Strike)
Small Fury
Level: 6
Prerequisites: Utter Calm, Bravado's Horror
Initiation Action: 1 standard action
Range: Melee attack
Target: One foe
A savage blow that frightens even the most battle-hardened of warriors. Make a single melee strike; if it hits, make an Intimidation check against the opponent's opposed Intimidation. If successful, the foe becomes frightened. Either successful or not, the attack still deals an additional +6d6 damage.

One Side (Strike)
Small Fury
Level: 6
Prerequisites: Imp on Wheels, Repelling Fury
Initiation Action: 1 full-round action
Range: Personal
Target: You
As a full-round action, move up to your speed. Each time you enter an opponent's square, you gain a melee attack against them at your full base attack bonus. If it strikes, you force them to move out of your way if they are blocking it, in a random direction.


7th Level Maneuvers

Hamstringin' (Strike)
Small Fury
Level: 7
Initiation Action: 1 standard action
Range: Melee attack
Target: One foe
A vicious swing of your weapon slices deep into your opponent's flesh, finding crevices in their leg armor that allows you to cut tendon and muscle. Make a melee attack; if it hits, it deals an extra 6d6 damage and halves the target's movement speed.

Hold 'Em Down (Strike)
Small Fury
Level: 7
Prerequisite: Two Small Fury maneuvers, Intimidate 15+
Initiation Action: 1 standard action
Range: Melee attack
Target: One foe
You slam into your foe and force him down, through sheer strength of will and order him to stay there. Make a melee strike; if it is successful, you deal an extra 5d6 damage and knock your foe prone, upon which you can make an Intimidate check versus DC 10 to make them stay that way. They cannot attempt to get up until your turn, at which point you can make another Intimidation check and make them stay down. Every round you do this, the DC increases by 5.

Inspired Assault (Boost)
Small Fury
Level: 7
Prerequisite: Two Small Fury maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
When you knock a foe into negative hitpoints, you gain a free, immediate attack at your full base attack bonus against an opponent you threaten. You can transfer this attack to an ally within line of sight by shouting a command at them to attack.


8th Level Maneuvers

Battle Tide (Stance)
Small Fury
Level: 8
Prerequisite: Three Small Fury maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
You assess the flow of battle around you keenly while in this stance with your unique vantage point. Make an Intimidate check each round against your adjacent opponents' Intimidate checks. If you beat an opponent's Intimidate by 5 or more, you gain a +4 dodge bonus and a +1/2 levels insight bonus on attack against them.

Roaring Quasit (Boost)
Small Fury
Level: 8
Prerequisite: Three Small Fury maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
You release a controlled scream, sounding like a fierce, deadly beast. Your allies are inspired to fight on, enabling them to ignore some damage. All your allies (but not yourself) gain DR 5/- and a +1/2 levels inspiration bonus to their attack rolls for 1 round/4 levels.

Tiny Murderer (Strike)
Small Fury
Level: 8
Prerequisite: Three Small Fury maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One foe one size category or more larger than you
You have learned how to strike perfectly at a target larger than you, striking past their defenses. Make a melee attack; you gain +10d6 damage if it strikes.


9th Level Maneuvers

The Bigger They Are (Strike)
Small Fury
Level: 9
Prerequisite: Four Small Fury maneuvers
Range: Melee attack
Target: One foe one size category or more above you.
You use your size to your advantage. Make a single melee attack; if it hits, you gain damage based on your size vs your opponent's size. If you are small and your opponent is Medium, you gain +80 damage on that attack. Add +5 damage for every size category you and your opponent differ.


Edit: All maneuvers finished, given solid crunch; critique freely.

brian c
2007-12-10, 05:08 AM
What Martial Adept classes is it available to? What is the key skill? Also, that's a whole lot 9th level maneuvers. I assume you have ToB if you're homebrewing for it, so look in there and see how many maneuvers of each level the different disciplines have, it's always only one per disciple for 9th level. Also, keep track of what level the stances are; every discipline has at least one 1st level stance (which your discipline lacks), and the others are at 3rd, 5th, 6th and 8th. Having a first level stance is very important, since all the adept classes give a stance at first level; a Small Fury practitioner should be able to select a stance of their school at first level.

For the maneuvers themselves, Commander's Way seems overpowered. To compare, Absolute Steel Dance is a 3rd level stance that gives +10ft to speed, self only. War Master's Charge is a 9th level strike that gives a one-time bonus of allies and self charge w/out AoOs, and bonus damage. To get a constant +20 speed and no AoOs on charges is probably okay for 8th level, but definitely too much for 6th.

Furious Charger is also a bit too strong. +1d6/2 levels damage for the whole encounter? Every Martial Adept should get access to this discipline just for this boost at the start of a battle. If it's just for one attack it's fine (and lower level), or if it's for a short duration it's fine where it is, or if it's only +1d6 (no increase per level) for the encounter, it would be okay maybe at 6th or 7th. Similarly, Furious Mephit is just broken. You have too many 9th levels anyway.

Hold Em Down is probably too strong too, though I can't really say until there's more crunch. If someone is prone for multiple turns, either they'd have to be stunned (making this maneuver way better) or you would have to be grappling them (so you can't use any other actions, and you'd need some kind of check to keep them down).

Inspired Assault is beyond broken at 9th level, nevermind 7th. I assume you mean for it to be similar to White Raven Tactics, but applying to all allies instead of just one (if you didn't mean to, well that's what it does). White Raven Tactics is probably the most overpowered maneuver in ToB and people like to rail against it. Making it affect a potentially unlimited number of allies is pretty bad. Sorry, but I don't see how this can be made to work. Other White Raven maneuvers let allies make one attack each, or take a move action, but not both and definitely not a full-round action.

Ebb and Flow of Battle, I need more information but it looks bad (in a good way). Whenever they take an action? That's just way too often. If anything, you can make it so any opponent that you threaten provokes an opportunity, but that would pretty much be the same as Thicket of Blades but better.

Roaring Quasit, whoa, better call that one "Little dude who just straight up kills you, game over". I guess that's the point, but it works way too well. Everyone gains 25 points of DR, that cannot be overcome? That would be a couple LA all on it's own, plus you forgot to give it a duration; the only way this could possibly be feasible is if it's for one round (that is, until the end of your next turn). For the "all foes shaken" part, I hope they get a save at least, and that goes for all of your maneuvers that make an opponent shaken/frightened/etc.

I really like The Bigger They Are. Nice one; I would keep that as the 9th level maneuver.

Tiny General, I really don't know where to begin. Besides that there are no 9th level stances (not a hard rule, but something to be considered nonetheless), the bonuses are ridiculous. Let's look at the numbers: minimum initiator level for a 9th level maneuver is 17, so your allies and self get:

+24d6 damage (averages to 84(!!!) )
+5 to attack
+X to AC
+X to all saving throws (X= charisma modifier; could easily be +5 or so)
+8 caster level

Keep in mind that stances are active all the time, as long as you want them to be. Anyone who keeps within 30ft of you is like a living god. +24d6 damage. Let me say that again, 24d6 damage. All the time. 9th level maneuvers only give +100 damage to a single attack, all your buddies can get more than that with every single swing. I would scrap this stance entirely. On the plus side, only a Swordsage or a Master of Nine is capable of learning a 9th level stance anyway, so at least this would be a rare ability.

I'm sorry if I came off a bit strong here, It's late and I'm tired, and wow, this stuff is really really strong. This is the martial discipline that Pun-Pun would take. Anyway, you have some really good ideas and the low level maneuvers are fine, it just gets a bit out of whack mechanically for the higher levels. I do really like The Bigger They Are though. If you do some balancing, this could be a really neat discipline.

RelentlessImp
2007-12-10, 05:23 AM
I was afraid a few of them would be a little overpowered; let me address a few points, though.

It does have a first level stance (Utter Calm), though I can see how it can be overlooked with its name.

Its key ability is outlined in the flavor text; Intimidate. A lot of the maneuvers have Intimidate checks vs opposed Concentrate or Intimidate checks.

I somehow completely missed the fact that there is only one ninth-level maneuver per discipline. Mark that down to sleep deprivation.

I'll work on toning down the ones with more serious concerns, such as, well, all the ones you mentioned. Roaring Mephit does have a duration, it's just not listed (yet). It's 1 round/6 levels (max 4). Just haven't gotten around to typing up the harder crunch, but it's all written down; just the adaptation from written word to typed word (and translating my own, horrid handwriting).

Edit: Also, it's meant to be available to all Martial Adepts, if they're of Small size or smaller. I'll add that in.

Edit2: Hold 'Em Down uses multiple Intimidate checks to keep them down with an ever-increasing DC, which will be shown when I get the crunch typed.

brian c
2007-12-10, 05:28 AM
I was afraid a few of them would be a little overpowered; let me address a few points, though.

It does have a first level stance (Utter Calm), though I can see how it can be overlooked with its name.

Its key ability is outlined in the flavor text; Intimidate. A lot of the maneuvers have Intimidate checks vs opposed Concentrate or Intimidate checks.

I somehow completely missed the fact that there is only one ninth-level maneuver per discipline. Mark that down to sleep deprivation.

I'll work on toning down the ones with more serious concerns, such as, well, all the ones you mentioned. Roaring Mephit does have a duration, it's just not listed (yet). It's 1 round/6 levels (max 4). Just haven't gotten around to typing up the harder crunch, but it's all written down; just the adaptation from written word to typed word (and translating my own, horrid handwriting).

Edit: Also, it's meant to be available to all Martial Adepts, if they're of Small size or smaller. I'll add that in.

I'm a little sleep-deprived too, that's my excuse for missing the 1st level stance and the key skill.

The short duration for Roaring Quasit (or did you change the name to Mephit now? :smallwink: ) makes it a bit more palatable, but I still think it would only work with duration one round, maybe two.

RelentlessImp
2007-12-10, 05:31 AM
Sleep-deprivation again, it's Quasit. I have a Mephit in there... you try keeping all the small planar demons straight :P

Skjaldbakka
2007-12-10, 06:15 AM
*yoinked*

This has the potential to be perfect for a goblin warblade NPC I have in my campaign. I was looking for a unique discipline for him to know. Now to actually, you know, read the manuevers.

I'm not liking the 'make an opposed skill check' mechanic. Any ideas for alternatives to that? Preferably ones that would utilize Bluff or Sleight of Hand as the key skill?

Yes, I'm looking for ways to homebrew your homebrew. So sue me.

RelentlessImp
2007-12-10, 06:22 AM
Well, there's at least something to read now. All maneuvers through 4th level have been given solid crunch text.

Edit: There's few actual maneuvers that rely on the 'opposed skill check' mechanic; mostly those that inflict shaken, frightened. Utter Calm is the only one that doesn't have an effect on the enemies, just you. So far.

Edit2: Alternatives are possible. It would be possible to change this to a more "fast strike" style of small combat, utilizing finesseable weapons, where the shaken and frightened conditions are made by Bluff (fast talking, rather than intimidating, fierce talking), the boosts are Supernatural instead of Extraordinary, etc etc... there's a lot of potential with homebrewing ToB stuff, since it's so flexible.

Skjaldbakka
2007-12-10, 06:31 AM
I really think that opposed skill checks to induce fear is a little broken and counterintuitive, especially for a skill that pretty much only casters will have.

RelentlessImp
2007-12-10, 06:40 AM
Anyone who takes Diamond Mind will also have ranks in Concentrate. Just thought I'd point that out. (Last I heard it was somewhat popular.)

Skjaldbakka
2007-12-10, 06:45 AM
Not everyone is a martial adept. I have maybe 3/5 characters with concentration maxxed. I also think that fear ought to be opposed by Will, as a general rule. All the things that grant bonuses to fear are bonuses to will saves against fear. Which I suppose could be added to the concentration check anyway.

When I come up with my "goblin version" of this, I'll post it here.

RelentlessImp
2007-12-10, 06:47 AM
I wasn't necessarily disagreeing with you. Considering changing the Concentration checks to opposed Intimidate checks, which really makes more sense (who's scarier, this thing attacking me or me?).

RelentlessImp
2007-12-11, 07:40 AM
All maneuvers finished, feel free to critique them all.

Stycotl
2007-12-11, 11:48 AM
just one comment:

i see no reason why there cannot be as many maneuvers as you want of any given level. i would bet that the disciplines were set up with the number of maneuvers at each level for range and uniformity's sake. i sincerely doubt that the masters of a discipline would throw away a new maneuver that fit the bill solely 'because we have already filled our quota of martial knowledge'. even look at the way stances are set up. generally stances are 1st, 3rd, 5th, and 8th level maneuvers. but that is not concrete. there a re a few in the tob that do not fit the pattern.

i would say that whole campaigns could be built around finding the secrets to a lost tiger claw maneuver or building an elite strike force composed of diamond mind initiates who have trained hard and smart enough to build their own repertoire of assault tactics.

but hey, that's just me...

aaron out.

brian c
2007-12-11, 12:11 PM
The number of maneuvers at each level definitely is a game mechanics decision, not a fluff one. However, if you look at the game mechanics, and if you look at how many maneuvers each class learns and at what levels, that's how the maneuvers need to be.

On the final product: Good job. I think that The Bigger They Are might actually be too weak now though. Maybe say "You do an extra 80 points of damage, plus 10 more for each size category larger than you your opponent is". There's already a 9th level maneuver that gives +100 damage (the iron heart one i think) so you want to be balanced compared to that. The way yours is written right now, you'd need to be Small sized versus a Colossal opponent just to get +100 damage.

Skjaldbakka
2007-12-11, 11:31 PM
Wounding Blow
Small Fury
Level: 5
Initiation Action: 1 standard action
Range: Melee attack
Target: One foe
You swing with such force that you leave a vicious wound in your foe that cries blood. You deal +3d6 damage and open a wound that bleeds for 1 round for every 5 damage dealt, dealing an additional 1d6 Strength damage per round.

Seems a little strong to me. Also, 'bleeding wounds' are typically con dmg (which would be even worse).

EDIt- There are a series of manuevers that halve the base damage die. IMO, this is pointless. Only with very specific builds does the base damage die factor significantly into damage, which makes this nothing but a bit of added complexity. Why not just ignore that, or set a flat damage penalty? I would recommend making it an attack that does not gain the benefit of strength to damage.