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    Colossus in the Playground
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    Default Re: Bloody Hammer (Martial Discipline, PEACH)

    The Bloody Hammer discipline generally focuses on a character who is wielding a bludgeoning weapon, especially a two-handed bludgeoning weapon. Heavy flails are by far the most common choice for a Bloody Hammer warblade, while the Bloody Hammer swordsage often chooses to wield a dire flail and combine it with the Tiger Claw discipline to really unleash her frenzy.

    A few Bloody Hammer maneuvers involve the Sunder combat maneuver. For this reason, the minority of creatures who fight with Bloody Hammer but stay away from a powerful bludgeoning weapon stick to axes and swords instead, as the discipline is a very poor choice for the wielder of a piercing weapon.


    1st level:
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    Strike the Anvil
    Bloody Hammer (Strike)
    Level: Crusader 1, swordsage 1, warblade 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature

    You raise your weapon above your head and bring it crashing down on your foe. As you initiate this strike, make a melee attack at your highest attack bonus. If your attack hits, you deal damage as if your Strength score was increased by 4 (A warblade with 14 Strength wielding a scythe would deal 2d4+6 damage instead of 2d4+3)

    Special: If you initiate this strike while wielding a bludgeoning weapon, you also deal an additional +1d6 damage with this strike.


    Mighty Blow
    Bloody Hammer (Strike)
    Level: Crusader 1, swordsage 1, warblade 1
    Initiation: 1 standard action
    Target: One creature wielding a manufactured weapon

    Your brutal attack easily overcomes your opponent's defenses and leaves a serious crack in your opponent's weapon. When you initiate this strike maneuver, you make a Sunder attempt against one weapon the target creature is wielding. You do not provoke an attack of opportunity for attempting to Sunder this way, and you receive a +4 bonus on your opposed attack roll.

    Special: If you are wielding a bludgeoning weapon when you initiate this strike, you also receive a +4 bonus on your damage roll made against the weapon.


    Might Makes Right
    Bloody Hammer (Stance)
    Level: Crusader 1, swordsage 1, warblade 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While you are in this stance, you receive a +2 bonus on all opposed Strength checks, and are treated as one Size category larger than you actually are for the purposes of opposed Strength checks whenever it would be beneficial to you (to a maximum of Medium size).


    2nd level:
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    Bloody Crunch
    Bloody Hammer (Strike)
    Level: Crusader 2, swordsage 2, warblade 2
    Initiation: 1 standard action
    Target: One creature
    Duration: One minute

    You deliver a pounding blow to an enemy creature, shattering its bones. Every enemy creature within 30 feet who can hear you (including the creature you attacked) must make a Will save (DC 12+your Strength modifier) or be sickened for one minute.

    Special: A hammer is a particularly useful weapon for shattering bones. If you initiate this strike while wielding a bludgeoning weapon, you deal an additional +2d6 damage and receive a +2 circumstance bonus to the DC of the saving throw.


    Powerful Swing
    Bloody Hammer (Boost)
    Level: Crusader 2, swordsage 2, warblade 2
    Initiation: 1 swift action
    Target: Self
    Duration: One round

    You can really put some weight behind your blows, but doing so can cause you to lose a bit of your accuracy. When you initiate this maneuver, you may choose to take a penalty to your attack rolls for the rest of the round, from -1 to -5. If you do so, you gain a bonus to your melee damage rolls equal to twice the penalty, or three times the penalty if you are wielding a two-handed weapon or a one-handed weapon in both hands.

    Special: The power of a heavy flail should not be underestimated. If you initiate this boost while wielding a bludgeoning weapon, you receive a bonus equal to three times the penalty instead of twice, or a bonus to quadruple the penalty if you are wielding a two-handed bludgeoning weapon, or a one-handed bludgeoning weapon held in both hands.


    Crippling Blow- TravelLog
    Bloody Hammer (Counter)
    Level: Crusader 2, Warblade 2, Swordsage 2
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    With a heavy blow to the gut, you stop a foe dead in its tracks, halting its advance across the battlefield. Whenever you make an attack of opportunity provoked by a foe who is moving out of one of your threatened squares, you may initiate this maneuver. If your attack of opportunity damages that foe, then their movement immediately ends.

    Special: A bludgeoning weapon can not only halt a foe, but even knock them off their feet. If you successfully hit and deal at least 10 damage with this counter to a foe with a bludgeoning weapon, that foe must make a Reflex save (DC 12+your Strength modifier) or be knocked prone.


    Force the Retreat- TravelLog
    Bloody Hammer (Strike)
    Level: Crusader 2, Warblade 2, Swordsage 2
    Initiation Action: Full round action
    Range: Melee attack
    Target: All threatened creatures

    Spinning your hammer in a vicious circle, you force back foes who draw too close. As part of this maneuver, make a Strength check. Each enemy you threaten makes a Strength check, opposed by yours. You may push any enemy that fails its save back 5 ft. If they cannot move 5 ft. because of an obstacle, then they instead take 1d6 damage as they are forced into it. This movement does not provoke attacks of opportunity.

    Special: A hammer is the perfect weapon for clearing space from foes. Not only do you knock them back, but you can easily deal some damage as well, even with a wild swing. If you initiate this strike while using a bludgeoning weapon, you deal damage equal to half the damage you could deal on a successful attack to each creature. (A warblade with 14 Strength wielding a morningstar would roll 1d8, cut his result in half and round down, and add 1 to it from half his Strength modifier, then deal that damage to every creature he swung at). A creature who beats your Strength check also ignores the damage you deal.


    3rd level:
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    Shattering Blows
    Bloody Hammer (Strike)
    Level: Crusader 3, Warblade 3, Swordsage 3
    Initiation Action: Standard Action
    Range: Melee Range
    Target: One armor worn by a creature

    As you initiate this maneuver, you strike out and damage the armor of a creature with your attack. You make a Sunder attempt with a +4 bonus on your opposed attack roll, and you do not provoke an attack of opportunity. If you succeed, you damage the armor. You do not actually attack the armor's hit points, but the armor takes the following penalty to its AC based on the Sunder damage roll (taking into account the armor's hardness).


    {table]Damage Roll | AC penalty
    <11 | 0
    11-14 | -1
    15-19 | -2
    20-24 | -3
    25-29 | -4
    >29 | -5
    [/table]

    If this penalty would reduce the AC bonus granted by the armor to less than 0, the armor is destroyed. This maneuver does not stack with itself. You may not initiate this strike unless you are wielding a slashing or bludgeoning weapon.

    Special: A hammer is a particularly useful tool for destroying armor. If you initiate this maneuver with a bludgeoning weapon, you ignore up to 10 points of the armor's hardness. If you initiate this maneuver with an adamantine bludgeoning weapon, you ignore the armor's hardness entirely, and you deal damage to the creature wearing the armor equal to the damage you dealt the armor.


    Bloody Fury
    Bloody Hammer (Stance)
    Level: Crusader 3, swordsage 3, warblade 3
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    Your eyes are fiery red and you draw upon your power to strike devastating blows. You gain bonuses to your Strength and Constitution scores, as well as a morale bonus to your Will saves, as if you were a barbarian raging, with a barbarian level equal to your initiator level. You take a -2 penalty to your Armor Class, and suffer the normal penalties for being in a Bloody Hammer stance, but are otherwise unaffected by the penalties associated with a barbarian's rage. You may only enter this stance in combat.

    Special: Barbarians are naturals with hammers. While you are in this stance, you receive a +2 competence bonus to attack rolls and a +4 competence bonus to damage rolls made with melee bludgeoning weapons.


    4th level:
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    Crushing Blow
    Bloody Hammer (Strike)
    Level: Crusader 4, Warblade 4, Swordsage 4
    Initiation Action: Standard Action
    Range: Melee attack
    Target: One Creature

    As part of this strike, you make a single melee attack at your highest attack bonus. If you hit, your attack deals an extra +6d6 damage.

    Special: If you are wielding a bludgeoning weapon, your attack instead deals an additional +6d8 damage.


    Gleeful Destruction
    Bloody Hammer (Boost)
    Level: Crusader 4, Warblade 4, Swordsage 4
    Initiation Action: Swift Action
    Range: Melee Range
    Target: One Creature

    You may only initiate this maneuver during a round when you have successfully Sundered an object that a creature was wearing and broken it. You may make an Intimidate check to demoralize the creature whose object you Sundered with a +4 bonus, and if you succeed, the creature is shaken for 1 round per initiator level. If you dealt damage to the creature this round as well (if you destroyed an object and damaged the creature in the same round), if you succeed your demoralize check, the creature is frightened for the first 1d4 rounds, then shaken for the remainder of the duration.

    Special: The destructive power of a hammer can shake a creature to its core. If you initiate this boost while wielding a bludgeoning weapon (and that was the same weapon you used to Sunder the object and damage the creature) then if you succeed your demoralize check, the creature is panicked for the first 1d4 rounds, rather than frightened. This only applies if you dealt damage to the creature with your bludgeoning weapon this round.


    5th level:
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    Skull Bash- TravelLog
    Bloody Hammer (Strike)
    Level: Crusader 5, Warblade 5, Swordsage 5
    Initiation Action: Standard Action
    Range: Melee attack
    Target: One Creature

    By smashing your hammer down upon an enemy's skull, you attempt to leave them in a state of total disorientation. When using this maneuver successfully, your attack deals an additional +2d6 damage, ignores damage reduction, and forces the creature to make a Fortitude Save DC (15+Strength modifier) or be stunned for 1d6 rounds.

    Special: A hammer can be used to deliver a crushing blow to a creature who is normally immune to even critical hits. If you initiate this strike against a creature who is immune to being stunned, that creature must make a Fortitude (Object) save anyway, at the same DC. Failure leaves the creature dazed for 1d6 rounds.


    Dancing Mallet
    Bloody Hammer (Stance)
    Level: Crusader 5, swordsage 5, warblade 5
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    While you are in this stance, your attacks flow freely from your weapon. You receive a single additional melee attack at your highest attack bonus as part of a full-round attack each round. While in this stance (in addition to the other penalties that Bloody Hammer stances inflict) you take a -2 penalty to your AC and you are completely unable to deal nonlethal damage, unless the weapon you wield is only allowed to deal nonlethal damage.

    Special: In addition to the other benefits of this stance, if you wield a bludgeoning weapon while you are in this stance, you gain a single additional melee attack at your highest attack bonus as part of a standard action attack.



    6th level:
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    Splintering Blows
    Bloody Hammer (Strike)
    Level: Crusader 6, Warblade 6, Swordsage 6
    Initiation Action: Standard Action
    Range: Melee Attack
    Target: One armor worn by a creature.

    This maneuver functions exactly like Shattering Blows, except the penalties to the armor's AC based on the damage rolls are doubled (to a maximum of -10) and armor whose AC bonus would be reduced to 0 or less is destroyed instead.

    Special: This maneuver's special feature is the exact same as Shattering Blows' special feature.


    7th level:
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    Knee Shatter- TravelLog
    Bloody Hammer (Strike)
    Level: Crusader 7, Warblade 7, Swordsage 7
    Initiation Action: Standard Action
    Range: Melee attack
    Target: One Creature

    One of the greatest assets of a Bloody Hammer initiate is their ability to cripple their foes. If this maneuver successfully deals damage to an enemy, they are forced to make a Fortitude Save DC (17+Strength modifier) or have their movement speed reduced to 1/4 until such time as they receive the benefits of a Regeneration or similar spell. On a successful save, the creature loses the ability to move for one round.

    Special: Initiating this strike while wielding a bludgeoning weapon can have serious consequences on the foe. If you initiate this strike with a bludgeoning weapon and the creature fails its Fortitude save, it must make a second Fortitude save (DC 17+Strength modifier) or be rendered helpless for 1 round.


    8th level:
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    Bloody Banquet
    Bloody Hammer (Boost)
    Level: Crusader 8, Warblade 8, Swordsage 8
    Initiation Action: Swift Action
    Range: Melee attack
    Target: One Creature
    Duration: One round per initiator level

    Your attacks strike out and deliver blows intended to kill. If you slaughter an enemy with this maneuver, you thrive on the bloodlust. All melee attacks you make this round deal an extra +5d6 damage (this stacks with any strikes you initiate). If your attacks slay a creature (that is, brings a creature to -10 hit points or below, all lethal) then your heart rejoices and you draw power from the thrill of battle. You gain a +2 morale bonus on attack rolls and damage rolls when initiating strikes from the Bloody Hammer discipline for one round per initiator level.

    Special: A hammer is an especially useful tool when it comes to making a mess. If you slay a creature this round with a bludgeoning weapon, all enemy creatures within 30 feet of you who can see you must make a Will save (DC 18+your Strength modifier) or be shaken for 1 round per initiator level.


    Rampage of Destruction
    Bloody Hammer (Stance)
    Level: Crusader 8, swordsage 8, warblade 8
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: Stance

    As long as you are in this stance, you may make one Sunder attempt per round as a swift action. Sundering in this way does not provoke an attack of opportunity. You receive a +4 bonus to all Sunder attack rolls and all damage rolls you make against objects while in this stance.

    Special: While wielding a bludgeoning weapon, you instead may make one Sunder attempt per round as a free action while in this stance.


    9th level:
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    Carnage of the Ancient Hammer
    Bloody Hammer (Strike)
    Level: Crusader 9, Warblade 9, Swordsage 9
    Initiation Action: Standard Action
    Range: Melee attack
    Duration: 1 round
    Target: One Creature

    With the most powerful Bloody Hammer strike in history, you attack your opponent with a single, devastating strike. This attack deals normal damage, plus 75 additional damage, and the creature struck must make a Fortitude save (DC 19+your Strength modifier) or be nauseated for one round, a Reflex save (DC 19+your Strength modifier) or be knocked prone, and a Will save (DC 19+your Strength modifier) or cower for one round.

    Special: The mightiest hammer is, of course, best used by a warrior wielding a hammer. If you initiate this strike while wielding a bludgeoning weapon, your attack ignores all forms of damage reduction the target has. If you initiate this strike with a bludgeoning weapon you hold in both hands, your attack also deals lethal damage to the creature, overcoming all forms of regeneration it has.

    Last edited by NeoSeraphi; 2012-03-24 at 07:05 PM.