A Monster for Every Season: Summer 2
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  1. - Top - End - #1
    Dwarf in the Playground
     
    Rithaniel's Avatar

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    Default Storm Soul [3.5e Martial Discipline] -- PEACH

    Storm Soul


    During the prime of his life, Reshar was famed for travelling to all corners of the world, travelling the trails of legend and myth in search for the greatest warriors to have ever lived, and uncovering what made them great. During this time of his life he saw some of the greatest sights of his time. He had walked in the great mountain halls of the Stone Dragon defenders, and had stood in the dark alleyways where the precursers to the Shadow Hand discipline had reigned supreme, uncaught by the militia for decades.

    During this time of Reshar's life, his search for great warriors even took him to the sea, where he looked for two places he had heard about, only in legend. One place, known as the islands beyond the dawn, was rumored to have warriors that not even the mightiest of beasts could so much as touch. The other, a nameless place said to be lost in turbulent seas, was said to have warriors who attacked from the very sky itself.

    It did not take Reshar long to find the islands beyond the dawn, and to learn from those who would one day be called the fathers of the Setting Sun discipline, but, he would search for another three years before he ever even found the nameless place he had heard of, since rumors of it seemed to be so rare. Though, as he attempted to approach that nameless isle for the first time, he found reef after jagged reef barring his path, while a turbulent storm raged overheard, and he saw that the isle had not a single safe harbor along it's entire coastline.

    Reshar was driven back by the mere tidal forces that surged through that place, as his shipmates insisted that they had to turn back, lest their vessel be moored on the reefs. Of course, Reshar was not one to give up easily, and found another ship, another crew, to try again, but met with failure once more, as that storm continued to rage above that island, perfectly stationary. Reshar would try and try again for the next year and a half, before finally coming to the conclusion that no living man could even reach this island, much less live on it. Though, he did admit that, should a man actually find a way to live in that place, he would indeed be an incredible warrior.

    So, he left that place, and went on to found the nine disciplines of the sublime way and build the temple of the nine swords with his apprentices. After a few years, he named masters of each discipline, and left them with his knowledge as he went out and lived the last few years of his life. The temple flourished under the lead of the nine masters, who soon set rules for themselves, deciding that each of them should name a heir to their title, for when they died.

    During this time, in the school of Diamond Mind, it was widely known that the master of the discipline highly favored a student of his named Quinlan set Tuvalos, who showed some of the most uncanny skill in the discipline that anyone had ever shown. Though, Quinlan was interested in other matters, as he had read many of the musings of Reshar himself, and had become quite interested in the nameless place that Reshar had been turned away from. This fascination of his grew, until, the day that the master asked Quinlan to become his heir, he turned the honor down, saying that he instead wished to go follow in the steps of Reshar.

    Which is exactly what the student did, leaving the temple with many whispered rumors at his back. He went straight to the location that Reshar had noted as the location of the nameless place, taking only a dingy to get out there, convinced that the smaller boat would be more manuveurable in the reefs, and able to be harbored in less hospitable places. This turned out to be true, as he soon found himself on the rock crags of the side of the sheer coastline, climbing in the pouring rain.

    Though, Quinlan soon found that there was more on that island than even he had ever dreamed of, as he soon found people, many people, on this isle. He saw them fight, and that they seemed to be everywhere at once, with almost no effort. Over the coming years, he would do the work that Reshar himself had once done, learning their fighting style, and refining it with his own knowledge.

    Of course, the end result was twisted by his highly specialized training in the Diamond Mind discipline, and hinged on the clarity and focus of the mind of the user, but, this only synergized with their fighting style, as one merely became an eye of total control with a storm of attacks. He cristened this new fighting style with the name of Storm Soul, after he had perfected it. Soon he returned to the mainland, and to the temple, spreading word of his new discipline, and of everything he had found.

    Sadly, the masters of the temple of nine swords turned Quinlan away when he sought to add his discipline to the sublime way, as the new Diamond Mind discipline master, fearful of Quinlan taking his title, insisted that the discipline was too wild, too uncontrollable, to be considered a true discipline of the sublime way. At this, Quinlan, having learned to never turn against a brother, chose to accept the ruling, and left the temple, instead spreading the word to others, teaching them the intense form of battle the discipline taught, and, eventually, returning to the isle itself, where he lived the rest of his life. Today, many dojo's to the Storm Soul discipline still stand, and many are still taught in the exotic form of battle.

    The Storm Soul discipline teaches it's students to fight like the unstoppable, uncontrollable forces of nature, ripping through the ranks of the enemy like a hurricane, streaking into distant enemies like a bolt of lightning, and sweeping foes aside like a flood. The discipline focuses on utilizing a characters speed, reach, and ability to focus on multiple enemies at once. The skill associated with the Storm Soul discipline is Concentration. The favoured weapons for the disciplne are the battleaxe, handaxe, kukri, longsword, scimitar, and short sword. The key ability is Wisdom.

    One way to learn maneuvers from the discipline is to have received prior training in it. A Crusader or Swordsage may start with access to Storm Soul, in exchange for access to another discipline. A Swordsage or Crusader may, during character creation, select one of the disciplines they have access to, and replace it with Storm Soul. That discipline's associated skill is no longer a class skill for the character, and they gain Concentration as a class skill instead, if they did not already have it as a class skill.

    Another way to learn maneuvers from the discipline is to find a master of Storm Soul, one capable of initiating level 5 or higher maneuvers from the discipline. Such a master may train a Swordsage or Crusader in the discipline. Training such a character costs 1,000 XP (from the trainee) and takes a months worth of time. After this month, the character gains the ability to learn maneuvers from the Storm Soul discipline, and may further swap out any maneuvers he does know at the time for maneuvers from the Storm Soul discipline of the same level. He also gains Concentration as a class skill, if they did not already have it as a class skill. How one finds such a master is left to the DM to decide.

    Spoiler
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    Alright, credit goes to The Demented One for the "replace a discipline you have or go find training" mechanic. It's an excellent idea for getting into the discipline. Though, after a while, I'm going to be adding a mechanic of my own (don't ask, it's a surprise). PEACH, cause I'm off to bed after I finish it.


    Level 1 Maneuvers
    Foehn: Boost — +30 ft. bonus to speed.
    Roaring Wind: Stance — Considered occupying multiple spaces for the purposes of flanking.
    Thunderbolt: Strike — Attack gets your Wisdom mod on attack roll and deals +1 electric damage/initiator level.

    Level 2 Maneuvers
    Arc of Lightning: Strike — Single attack has a +10 ft. reach, deals only electric damage.
    Flowing Rain: Counter — Use Concentration check to dodge an attack.
    Gale Burst: Strike — Attack with two weapons, +1d6 sonic bonus damage on both attacks with Concentration check.

    Level 3 Maneuvers
    Dancing Wind: Boost — Attacks are made with +5 ft. reach during the rest of your turn.
    Squall Step: Stance — +20 ft. bonus to speed, +2 to hit with movement.
    Thundercrack: Strike — Attack gets your Wisdom mod on attack roll and deals +2 electric damage/initiator level.

    Level 4 Maneuvers
    Crack of Lightning: Strike — Single attack has a +10 ft. reach, deafens foe, deals only electric damage.
    Pouring Rain: Counter — Use Concentration check to dodge an attack and move up to 10 feet.
    Tempest Burst: Strike — Attack with two weapons, +3d6 sonic bonus damage on both attacks with Concentration check.
    Voice of Thunder: Stance — Considered occupying a space even after you leave it, for the purposes of flanking.

    Level 5 Manuevers
    Thunderblast: Strike — Attack gets your Wisdom mod on attack roll and deals +3 electric damage/initiator level.
    Touch of the Rain: Stance — Gain blindsight 20 ft. with movement.
    Zephyr Breath: Boost — +30 ft. bonus to speed, do not provoke attacks of opportunity for entering/leaving threatened squares.

    Level 6 Maneuvers
    Cyclone Burst: Strike — Attack with two weapons, +5d6 sonic bonus damage on each attack with Concentration check.
    Flooding Rain: Counter — Use Concentration check to dodge an attack and move up to 20 feet.
    Streak of Lightning: Strike — Single attack has a +10 ft. reach, blinds foe, deals only electric damage.
    Whisper of the Wind: Stance — Link yourself mentally with several allies.

    Level 7 Maneuvers
    Gaze of the Storm: Stance — Melee attacks deal +2d6 sonic damage.
    Tempest Eye: Boost — Use swift action to complete standard action.
    Thunderstrike: Strike — Attack gets your Wisdom mod on attack roll and deals +4 electric damage/initiator level.

    Level 8 Manuevers
    Bolt of Lightning: Strike — Single attack has a +10 ft. reach, paralyzes foe, deals only electric damage.
    Drenching Rain: Counter — Use Concentration check to dodge an attack and move up to 40 feet.
    Step of the Four Winds: Stance — +5 ft. reach and ability to teleport 60 ft.
    Typhoon Burst: Strike — Attack with two weapons, +7d6 sonic bonus damage on each attack with Concentration check.

    Level 9 Manuevers
    Thunder: Strike — Attack gets your Wisdom mod on attack roll and deals +5 electric damage/initiator level.
    Last edited by Rithaniel; 2010-02-02 at 09:46 PM.



  2. - Top - End - #2
    Dwarf in the Playground
     
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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    1st Level Maneuvers

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    Foehn
    Storm Soul (Boost)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    The air is whipped into swirling torrents in your wake as you forge ahead with the speed of a hurricane.

    You move as the wind, moving with unnatural grace as you bound across the battlefield. Until the end of your turn, you gain a +30-foot enhancement bonus to your land speed.


    Roaring Wind
    Storm Soul (Stance)
    Level: 1
    Initiation Action: 1 swift action
    Range: Personal
    Duration: Stance

    With a whirling of charged air and torrents of wind, you seem to be everywhere, not letting your foe's rest for even a moment.

    At the end of your turn every round, you select a number of squares within your threatened area equal to your Wisdom modifier. You are considered occupying these squares for the purposes of flanking, even if they are currently occupied by other creatures or objects. You cannot flank with yourself using this stance.


    Thunderbolt
    Storm Soul (Strike)
    Level: 1
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    The smell of ozone fills the air, and with the force of a cannon, you unleash an ultra-charged bolt of pure electrical energy through your blade.

    As part of initiating this strike, you make a single melee attack. This attack deals an extra +1 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier.


    2nd Level Maneuvers

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    Arc of Lightning
    Storm Soul (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    White light fills the air, and static electricity ripples out away from you. Then, in a flash of blinding energy, a snaking line of lightning smashes into your foe.

    As part of initiating this strike, you make a single melee attack. Your reach for this attack (but no other attacks in the round) is increased by 10 feet, and deals electricity damage equal to the attacks normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a greatsword that normally deals 2d6+3 points of slashing damage would instead deal 2d6+3 points of electricity damage. You otherwise attack with your weapon as normal.

    This maneuver is a supernatural ability.


    Flowing Rain
    Storm Soul (Counter)
    Level: 2
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You

    With the uncatchability of mist, you slip away out of impending doom.

    If your opponent strikes you on his turn, you can replace your AC with the result of a Concentration check as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared). Your Concentration check applies to only one attack. You must be aware of the attack to which you will apply the effect of this maneuver.


    Gale Burst
    Storm Soul (Strike)
    Level: 2
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    With the inplacable flow of a flood crashing down on a small village, you drive two weapons home with inexorable force.

    You must fight with two weapons to use this maneuver. You attempt a Concentration check as part of this maneuver, using the highest AC you are attacking, as the DC of the check. You then make an attack with both weapons you wield against any target in your range. These attacks need not target the same creature, and you take a –2 penalty on each attack roll. These attacks are also part of this maneuver. If your Concentration check succeeds then each attack deals +1d6 sonic damage (+2d6 sonic damage total if both attacks hit). If your check fails, then both attack rolls suffer a -4 penalty instead of a -2 penalty, and both deal normal damage.


    3rd Level Maneuvers

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    Dancing Wind
    Storm Soul (Boost)
    Level: 3
    Prerequisite: One Storm Soul maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    With an overwhelming burst of force you surge forward, the air itself roaring alongside you as you cut your foes down from a distance.

    You stretch and dance across the battlefield, striking foes who would otherwise be beyond your reach. Until the end of your turn, your reach is increased by 5 feet. This increase stacks with all other maneuvers and ways of increasing reach.


    Squall Step
    Storm Soul (Stance)
    Level: 3
    Prerequisite: One Storm Soul maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Duration: Stance

    You erupt forward like an unstoppable storm, charged air spilling away from you as you sweep aside your enemies like twigs.

    While you are in this stance, you gain a +20-foot instinct bonus to your speed. Additionally, if you move at least 10 feet during your turn, you gain a +2 bonus to hit until the beginning of your next turn.


    Thundercrack
    Storm Soul (Strike)
    Level: 3
    Prerequisite: One Storm Soul maneuver
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    With the absolute force of a thunderclap, you unleash a white-hot bolt of overpowering, pure electrical force through your weapon, while bolts of excess energy arc from your form, to the ground.

    As part of initiating this strike, you make a single melee attack. This attack deals an extra +2 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier.


    4th Level Maneuvers

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    Crack of Lightning
    Storm Soul (Strike)
    Level: 4
    Prerequisite: One Storm Soul maneuver
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    The air feels thick as it is saturated with static energy, and a whispered crackle of undeniable power fills the air. Then, in a burst of irrevocably powerful thunder, a serpentine bolt of lightning rips into your foe.

    As part of initiating this strike, you make a single melee attack. Your reach for this attack (but no other attacks in the round) is increased by 10 feet, and deals electricity damage equal to the attacks normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a greatsword that normally deals 2d6+3 points of slashing damage would instead deal 2d6+3 points of electricity damage. You otherwise attack with your weapon as normal. Any creature struck by this attack is instantly deafened until the beginning of your next round by the crushing wave of thunder as it echoes away from you.

    This maneuver is a supernatural ability.


    Pouring Rain
    Storm Soul (Counter)
    Level: 4
    Prerequisite: One Storm Soul maneuver
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You

    You slip from the clutches of an enemy like a drop of rain from the sky, streaking to places that he cannot reach.

    If your opponent strikes you on his turn, you can replace your AC with the result of a Concentration check, and move up to 10 feet in a straight line in any direction, as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared) and you move after the attack has been made, and still move, even if the attack hits. Your Concentration check applies to the initial attack, and any attacks made against you while you move. Movement made with this maneuver does not provoke attacks of oppurtunity. You must be aware of the inital attack to which you will apply the effect of this maneuver.


    Tempest Burst
    Storm Soul (Strike)
    Level: 4
    Prerequisite: One Storm Soul maneuver
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    Like the terrible force of a hurricane ripping into a the world, you deliver an overwhelming pair of attacks home with irrevocable power behind them.

    You must fight with two weapons to use this maneuver. You attempt a Concentration check as part of this maneuver, using the highest AC you are attacking, as the DC of the check. You then make an attack with both weapons you wield against any target in your range. These attacks need not target the same creature, and you take a –2 penalty on each attack roll. These attacks are also part of this maneuver. If your Concentration check succeeds then each attack deals +3d6 sonic damage (+6d6 sonic damage total if both attacks hit). If your check fails, then both attack rolls suffer a -4 penalty instead of a -2 penalty, and both deal normal damage.


    Voice of Thunder
    Storm Soul (Stance)
    Level: 4
    Prerequisite: One Storm Soul maneuver
    Initiation Action: 1 swift action
    Range: Personal
    Duration: Stance

    You roar forward, with an explosive clap of thunder at your back, the air erupting alongside you, making it seem as though you cannot be escaped.

    If you move during a round (not necessarily during your turn), then, until the beginning of the next round, you are considered still occupying all squares you have moved through, for the purpose of flanking. In this manner, you may even flank with yourself.


    5th Level Maneuvers

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    Thunderblast
    Storm Soul (Strike)
    Level: 5
    Prerequisite: Two Storm Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    You focus yourself and exact total control of the wild forces within you for an instant, just to channel them and unleash a blistering bolt of violent, stark, voltaic power through your blade, while the air around you swirls as it's drenched with extra energy.

    As part of initiating this strike, you make a single melee attack. This attack deals an extra +3 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier.


    Touch of the Rain
    Storm Soul (Stance)
    Level: 5
    Prerequisite: Two Storm Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Duration: Stance

    You close off your mind from the rest of the world, turning it inward, while you surge forward, ripping through the air as you move, and feeling every fleck of water in the air, every slight motion of your foes, from the deep calm of the center of your mind.

    While in this stance, if you move at least 10 feet during your turn, then you gain blindsight out to 20 feet until the beginning of your next turn.


    Zephyr Breath
    Storm Soul (Boost)
    Level: 5
    Prerequisite: Two Storm Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    Your body explodes forward, as the air roars behind you, tearing upon itself, swirling in unruly torrents, and you streak ahead, unable to be touched by your foes.

    You tear forward like a hurricane, barely touching the ground as you bound through the battlefield. Until the end of your turn, you gain a +30-foot competence bonus to your land speed, and provoke no attacks of opportunity for your moving.


    6th Level Maneuvers

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    Cyclone Burst
    Storm Soul (Strike)
    Level: 6
    Prerequisite: Two Storm Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    Like the blinding force of a tornado ripping into a fragile city, you drive two weapons screaming home with overwhelming power.

    You must fight with two weapons to use this maneuver. You attempt a Concentration check as part of this maneuver, using the highest AC you are attacking, as the DC of the check. You then make an attack with both weapons you wield against any target in your range. These attacks need not target the same creature, and you take a –2 penalty on each attack roll. These attacks are also part of this maneuver. If your Concentration check succeeds then each attack deals +5d6 sonic damage (+10d6 sonic damage total if both attacks hit). If your check fails, then both attack rolls suffer a -4 penalty instead of a -2 penalty, and both deal normal damage.


    Flooding Rain
    Storm Soul (Counter)
    Level: 6
    Prerequisite: Two Storm Soul maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You

    Trying to catch you is like trying to catch a flood, as you pour away from the grip of your foes, slipping beyond their faltering reach.

    If your opponent strikes you on his turn, you can replace your AC with the result of a Concentration check, and move up to 20 feet in a straight line in any direction, as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared) and you move after the attack has been made, and still move, even if the attack hits. Your Concentration check applies to the initial attack, and any attacks made against you while you move. Movement made with this maneuver does not provoke attacks of oppurtunity. When moving with this manuever, you can move through occupied spaces as if they were unoccupied. You must be aware of the inital attack to which you will apply the effect of this maneuver.


    Streak of Lightning
    Storm Soul (Strike)
    Level: 6
    Prerequisite: Two Storm Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    Little shards of metal on the ground slowly begin to float as you soak existance with oceans of static electricity, and a hiss of power beyond question flits through the world. Then, with an explosion of deafening thunder, a blistering, hellish bolt of pure voltaic power peirces through your foe.

    As part of initiating this strike, you make a single melee attack. Your reach for this attack (but no other attacks in the round) is increased by 10 feet, and deals electricity damage equal to the attacks normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a greatsword that normally deals 2d6+3 points of slashing damage would instead deal 2d6+3 points of electricity damage. You otherwise attack with your weapon as normal. Any creature struck by this attack is instantly blinded until the beginning of your next round by the searing bolt of lightning as it rips through the air.

    This maneuver is a supernatural ability.


    Whisper of the Wind
    Storm Soul (Stance)
    Level: 6
    Prerequisite: Two Storm Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Duration: Stance

    The air twists out away from you in dizzying patterns as you move, and reaches out to brush against your friends, telling them of where you are, guiding their actions as you all roar forward, into the thick of battle.

    When you enter this stance, you may select up to nine allies who are within 50 feet of you. While you are in this stance, you, and everyone who you selected when you entered into this stance, are in constant communication, as the air itself allows you all to feel each others movements, and hear each others thoughts. If one of you is able to see something, then all of you are able to see it, rendering you all immune to blindness as long as one of you is not blinded, and is able to see the feild of battle. No one linked by this stance can be flanked or caught flatfooted unless everyone linked by this stance is flanked, or caught flatfooted, respectively. If a character who is linked by this stance is deafened or finds themselves more than 50 feet away from you, then they are severed from the connection, and no longer gain any benefits from it.


    7th Level Maneuvers

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    Gaze of the Storm
    Storm Soul (Stance)
    Level: 7
    Prerequisite: Three Storm Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Duration: Stance

    The air grows heavy with energy, and the ground itself trembles as you set your feet apart. The air begins to swirl in a slow cyclone, with you at it's core, before a grin flashes across your face, and you move, a devastating eruption of thunder surging forward with you.

    While you are in this stance, you deal an extra 2d6 points of sonic damage with all melee attacks.

    Tempest Eye
    Storm Soul (Boost)
    Level: 7
    Prerequisite: Three Storm Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Target: You
    Duration: End of turn

    You instantly turn your mind upon itself, dragging yourself deep into the heart of your thoughts in a heartbeat, into the deepest calm. Then, as the time seem to be frozen in place, you move, faster than what would be considered possible.

    This maneuver requires a swift action to initiate. You can take a free standard action after you initiate this maneuver. You can use any of the options usually available for a standard action, and then use the rest of your actions as normal. For example, you could use this maneuver to initiate another maneuver, then move, and initiate a second maneuver. Or, for another example, you could make a charge attack, then a second attack.


    Thunderstrike
    Storm Soul (Strike)
    Level: 7
    Prerequisite: Three Storm Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    You draw in the absolute power of the air around you, condensing it beyond reproach within your soul, just to viciosuly unleash it in a singularly powerful bolt of cruel, unmitigated electrical energy deep into your blade, while the world around you churns, magnetic forces drenching it to the core.

    As part of initiating this strike, you make a single melee attack. This attack deals an extra +4 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier.


    8th Level Maneuvers

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    Bolt of Lightning
    Storm Soul (Strike)
    Level: 8
    Prerequisite: Three Storm Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    The air seems calm for a moment, as the dust at your feet slowly rises from the magnitude of the electrical forces you are flooding the world with, and a faint scream of irreproachable power can be heard. Then, with an eruption of supreme, world-crushing thunder, an overwhelming bolt of purest electricity tears apart your foe.

    As part of initiating this strike, you make a single melee attack. Your reach for this attack (but no other attacks in the round) is increased by 10 feet, and deals electricity damage equal to the attacks normal melee damage. You still gain all the normal benefits from a high Strength score, feats, and other effects that increase your melee damage. For example, an attack with a greatsword that normally deals 2d6+3 points of slashing damage would instead deal 2d6+3 points of electricity damage. You otherwise attack with your weapon as normal. Any creature struck by this attack is instantly paralyzed until the beginning of your next round by the irrevocable discharge of blinding energy as it explodes through existance.

    This maneuver is a supernatural ability.


    Drenching Rain
    Storm Soul (Counter)
    Level: 8
    Prerequisite: Three Storm Soul maneuvers
    Initiation Action: 1 immediate action
    Range: Personal
    Target: You

    Trying to catch you is like trying to catch a tidal wave, as you surge past your foes, pouring far outside their feeble grip.

    If your opponent strikes you on his turn, you can replace your AC with the result of a Concentration check, and move up to 40 feet in any direction (not necessarily in a straight line) , as an immediate action. You must decide whether to initiate this maneuver before you know the result of your opponent’s attack (but after the attack is declared) and you move after the attack has been made, and still move, even if the attack hits. Your Concentration check applies to the initial attack, and any attacks made against you while you move. Movement made with this maneuver does not provoke attacks of oppurtunity. When moving with this manuever, you can move through occupied spaces as if they were unoccupied. You must be aware of the inital attack to which you will apply the effect of this maneuver.


    Step of the Four Winds
    Storm Soul (Stance)
    Level: 8
    Prerequisite: Three Storm Soul maneuvers
    Initiation Action: 1 swift action
    Range: Personal
    Duration: Stance

    You close your eyes as your enemies rush as you, and a faint rumble of thunder can be heard as you stand there, unassuming, still, in the perfect calm that comes before the storm. Then, just as they are upon you, a crack of lightning splits the air, and you vanish, appearing behind them and tearing apart their bodies like a hurricane.

    While you are in this stance, you have the ability to, once a round, teleport up to 60 feet in any direction, as a free action that does not provoke an attack of oppurtunity. On top of this, your reach is increased by 5 feet while you are in this stance, even when it's not your turn. This increase stacks with all other maneuvers and ways of increasing reach.


    Typhoon Burst
    Storm Soul (Strike)
    Level: 8
    Prerequisite: Three Storm Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    Like a typhoon sweeping through the world, annihilating all that should be unfortunate enough to be in it's path, you impale your two weapons deep into your foe, with searing, unparalled power.

    You must fight with two weapons to use this maneuver. You attempt a Concentration check as part of this maneuver, using the highest AC you are attacking, as the DC of the check. You then make an attack with both weapons you wield against any target in your range. These attacks need not target the same creature, and you take a –2 penalty on each attack roll. These attacks are also part of this maneuver. If your Concentration check succeeds then each attack deals +7d6 sonic damage (+14d6 sonic damage total if both attacks hit). If your check fails, then both attack rolls suffer a -4 penalty instead of a -2 penalty, and both deal normal damage.


    9th Level Maneuvers

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    Thunder
    Storm Soul (Strike)
    Level: 9
    Prerequisite: Four Storm Soul maneuvers
    Initiation Action: 1 standard action
    Range: Melee Attack
    Target: One creature

    You tear at the world, forcing the uncontrollable, supreme energy of the universe around you to compact itself deep within your soul, just so you can rip existance open, with a single, godlike, irreproachably intense bolt of plasma through the core of your blade, while a thick wave of magnetic energy explodes away from you, making the universe seethe and churn as it is overwhelmed by power.

    As part of initiating this strike, you make a single melee attack. This attack deals an extra +5 per initiator level points of electricity damage and gains a bonus on the attack roll equal to your Wisdom modifier.
    Last edited by Rithaniel; 2010-02-02 at 10:20 PM. Reason: Ze goggles! Zey do NOTHING!



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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    You might have a few to many stances (compared to the other schools), and it's tradition to only have a single 9th level maneuver.

    That said, numbers isn't really an issue: the school as a whole seems well thought out and fairly interesting. I'm not the best at ToB discipline balance, but it looks pretty good on that account as well.

    One thing that sort of bothers me is that both 9th level strikes are just better versions of earlier ones. Can we exchange those for some more unique capstone maneuvers?

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    Mostly, it looks good.

    One thing to note that I saw right away was foehn beating out wind stride altogether.

    Otherwise, I'm not that great at gauging balance on disciplines, but it looks cool.
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    I agree with Djinn about the number of Stances and 9th level maneuvers. Actually, the number of maneuvers in general seems pretty high. Also, it's odd that Thunder is not the one that does Sonic damage; thunder, after all, is the sound that lightning makes, not the electricity.

    Other than that, disciplines don't have a "key ability", they have associated weapons and an associated skill. It would appear that Concentration is the skill associated with Storm Soul, since that's the skill that people trained in it gain, but you should say that.

    Anyway, it looks great from a fluff perspective. Very well done there...

    On to maneuvers!

    Foehn is literally three times as good as Wind Stride, a Desert Wind maneuver of the same level. That's not so good.

    Again, Gale Burst is like Wolf Fang Strike plus Sapphire Nightmare Blade at once. Sure, there's the penalty if you fail the Concentration check, but skill checks are easy to optimize.

    Roaring Wind looks fine, though. Sort of like Island of Blades, but it works differently, which seems fine.

    Thunderbolt is like a very weak version of Burning Blade. The latter doesn't offer the attack bonus, but it deals 1d6 more damage and more importantly, it's a boost that affects every attack that turn. Electricity damage is better than fire, but seriously, this seems like a relatively weak ability.

    Arc of Lightning is pretty much the same story: it's just like Burning Brand with lightning instead of electricity, but it works for only one attack instead of for every attack that turn. Decidedly worse, methinks.

    Flowing Rain seems fine.

    Dancing Wind, I think, should increase your speed by more than 5 ft. That seems like very little.

    Squall Step looks solid. Basically the inverse of Absolute Steel Stance, which is just fine and makes sense.

    Tempest Burst is an improved Gale Burst. At level 3, though, this seems much more reasonable. The +3d6 on the two attacks, with the penalties and with the chance of failing the Concentration check, matches up nicely with Soaring Raptor Strike, which get +6d6 without those drawbacks, but can only be used on enemies larger than yourself. Seems like a reasonable swap.

    Thundercrack is much better than Thunderbolt, but still rather weak at the level you first get it. It scales pretty quickly, though, which is nice. Could be quite awesome for someone who had the Legion of One maneuver from the Army of One discipline...

    I'm divided about Crack of Lightning. The deafening aspect is good, and the range is solid, but I feel like any single attack maneuver at this level should have some bonus damage on it. Deafening is not debilitating enough to use this instead of something else... the range is nice, but pretty niche, I'm just not sure I'd ready it.

    Pouring Rain needs some clarification. Do you move before or after the attack? Do you move even if you fail to defend yourself with the check? What other attacks could you possibly have to worry about at that point?

    Voice of Thunder is pure awesome, though the name seems somewhat strange for its effect...

    Hmm... by 5th level, most effects seem to be +6d6 damage, plus some other stuff (ignoring DR, giving you DR, etc). Cyclone Burst is +5d6 twice, after you make the Concentration check. Not sure the drawbacks make up for the fact that you are potentially dealing nearly twice the damage of other strikes at this level. Maybe, though.

    OK, Thunderblast is now quite potent. It's only slightly behind other maneuvers at the first level you get it, and it scales pretty quickly. Still, I don't think it's unbalanced.

    Touch of the Rain seems fitting and reasonable.

    Zephyr Breath is awesome, well done on that. Though you might consider renaming it - a zephyr is a gentle, warm wind, nothing like the violence of a hurricane.

    Flooding Rain suffers from the same problem as Pouring Rain.

    Streak of Lightning blinds instead of deafens. Definitely better, but again... blindness does not seem like a debilitating enough effect for this level. The Wizard's been doing that since level 3, at worst, and you're level 12.

    Whisper of the Wind is pretty cool, that's a neat ability... though this seems perhaps a bit high level for it?

    Gaze of the Storm, quite frankly, seems really weak for a 7th level stance. The closest comparison is Assassin's Stance, which gives +2d6 Sneak Attack damage... as a 2nd level stance. Sure, SA has limitations, but seriously now.

    Tempest Eye turns your Swift action into a second Standard action? That's... quite powerful. Still, as a 7th level maneuver, the biggest possible abuse - getting it on a spellcaster and casting two 9th level spells at once - doesn't seem likely. I don't think it's too bad, though extra actions should always be considered critically. On some level, I suppose it's much less broken than the Factotum 8 ability, which isn't really all that broken, so I suppose it's pretty good. Definitely desirable.

    Thunderstrike does +52 damage when you first get it. +80 damage at IL 20. No, still don't think this is overpowered. Says something about this entire line...

    Typhoon Burst still does not seem overpowered. Not many maneuvers of this level go for straight damage, so it's a little hard to compare.

    Bolt of Lightning does damage at range, and is a no-save paralyze? A paralyzed character is as good as dead, since they're helpless and should get Coup de Grace'd immediately, but that's also wasting an action and seems reasonable enough. Finally, one of these has an effect worth using.

    Drenching Rain, again, need clarification on how these maneuvers work.

    Step of the Four Winds... for a second I missed the "once per round" and I was flabbergasted. As it is... potent, very much so, but for an 8th level stance, not sure that's out of place at all.

    Maelstrom Burst and Thunder both have the same problem: they don't do enough damage. Most 9th level maneuvers are save-or-dies. Strike of Perfect Clarity deals +100 damage - what Thunder will do at IL 20, but Strike of Perfect Clarity does it at IL 17. Maelstrom Burst is a little better (averages 99 damage, even at IL 17), but compared to the incredible effects of the other 9th level maneuvers, this is rather tame.

    Mostly, I think you went overboard with your maneuver "lines". There's the Concentration+TWF line, the +X electricity damage per IL line, and the Concentration+movement counter line, and it's really just a bit much. This discipline seems to have too many maneuvers in general, but too many of them are just variations on these. I'd suggest paring down the amount of each of those lines, and create some new unique maneuvers, especially for 9th level.
    Last edited by DragoonWraith; 2010-01-09 at 09:53 PM.

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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Quote Originally Posted by DragoonWraith View Post
    I agree with Djinn about the number of Stances and 9th level maneuvers. Actually, the number of maneuvers in general seems pretty high. Also, it's odd that Thunder is not the one that does Sonic damage; thunder, after all, is the sound that lightning makes, not the electricity.
    Wow, thanks for the in depth critique dude.

    Well, in response to both Djinn and you DW, I always found that the list of stances and 9th level maneuvers that disciplines had was rather restricting, which is something that I was trying to remedy in this discipline, which I think I did quite well, to be honest. As for Thunder and the sonic/electric thing, well, it's partially influenced by 'this sounds cooler' and partly influenced by Pokemon (don't judge me). Though, I can understand your confusion there.

    Quote Originally Posted by DragoonWraith View Post
    Other than that, disciplines don't have a "key ability", they have associated weapons and an associated skill. It would appear that Concentration is the skill associated with Storm Soul, since that's the skill that people trained in it gain, but you should say that.
    Well, there where a few things in the discipline that related back to ability scores, so, I improvised and added some on. Though, I did note the assossiated weapons and skill, just used different terminology:

    "The skill associated with the Storm Soul discipline is Concentration. The favoured weapons for the disciplne are the battleaxe, handaxe, kukri, longsword, scimitar, and short sword. The key ability is Wisdom."

    Quote Originally Posted by DragoonWraith View Post
    Anyway, it looks great from a fluff perspective. Very well done there...
    Oh, well thank you

    Quote Originally Posted by DragoonWraith View Post
    On to maneuvers!

    Foehn is literally three times as good as Wind Stride, a Desert Wind maneuver of the same level. That's not so good.
    Yes, this was intentional, seeing as Wind's Stride is so incredibly subpar. Mine is more balanced to be on par with the Expedious Retreat spell, and made to actually be something you would want to take. The logic there is that, while it's a faster action to use, it only lasts one round, so, even trade off.

    Quote Originally Posted by DragoonWraith View Post
    Again, Gale Burst is like Wolf Fang Strike plus Sapphire Nightmare Blade at once. Sure, there's the penalty if you fail the Concentration check, but skill checks are easy to optimize.
    Well, yes and no. Sapphire Nightmare Blade grants you a bonus to damage, and raises your likeliness to hit with that extra damage. Gale Burst grants you twice as much extra damage, but, at the same time, lowers your likeliness to hit with all that extra damage. I thought about that one for a while, actually, and it was, at one time, +1d4, but I figured out that that was too little in the end.

    Quote Originally Posted by DragoonWraith View Post
    Roaring Wind looks fine, though. Sort of like Island of Blades, but it works differently, which seems fine.
    Thanks, it actually went through a few different versions before it came out as this. This is also where the discipline first goes back to Wisdom.

    Quote Originally Posted by DragoonWraith View Post
    Thunderbolt is like a very weak version of Burning Blade. The latter doesn't offer the attack bonus, but it deals 1d6 more damage and more importantly, it's a boost that affects every attack that turn. Electricity damage is better than fire, but seriously, this seems like a relatively weak ability.
    Well, don't forget it also gives you a bonus to hit equal to your Wisdom modifier, so, you're more likely to deal that extra damage. (similar to a smite, as I've learned, actually).

    Quote Originally Posted by DragoonWraith View Post
    Arc of Lightning is pretty much the same story: it's just like Burning Brand with lightning instead of electricity, but it works for only one attack instead of for every attack that turn. Decidedly worse, methinks.
    Actually, I would have expected people to call this one overpowered, seeing as it gives you +10 feet to reach, instead of the +5 to reach that Burning Brand gives you, which makes it, well, very potent in the hands of person who wants range.

    Quote Originally Posted by DragoonWraith View Post
    Dancing Wind, I think, should increase your speed by more than 5 ft. That seems like very little.
    Well, actually, this was weighed against the Iron Heart stance that gives you +5 feet to reach, and, seeing that Dancing Wind actually does stack with other stuff that would let you increase your reach, I thought it actually came out quite strong.

    Quote Originally Posted by DragoonWraith View Post
    Squall Step looks solid. Basically the inverse of Absolute Steel Stance, which is just fine and makes sense.
    Thanks, and yeah, I drew inspiration from Absolute Steel, actually, just thought I'd base it more on 'improve the benefits of a charge' instead of 'remove the penalty of a charge'.

    Quote Originally Posted by DragoonWraith View Post
    Thundercrack is much better than Thunderbolt, but still rather weak at the level you first get it. It scales pretty quickly, though, which is nice. Could be quite awesome for someone who had the Legion of One maneuver from the Army of One discipline...
    Hmm, don't know Legion of One. Though, that brings me to a thought I had about this matter. Wouldn't it be nice to have a stickied thread that contains links to all martial disciplines posted on Gitp? It'd make it a lot easier for people.

    Quote Originally Posted by DragoonWraith View Post
    I'm divided about Crack of Lightning. The deafening aspect is good, and the range is solid, but I feel like any single attack maneuver at this level should have some bonus damage on it. Deafening is not debilitating enough to use this instead of something else... the range is nice, but pretty niche, I'm just not sure I'd ready it.
    Well, the idea behind it is that it is forcing a status effect without a save, which, in and of itself, is pretty useful. Now, admittedly, deafening isn't as good as it could be, but, don't forget the extra range you get with that attack.

    Quote Originally Posted by DragoonWraith View Post
    Pouring Rain needs some clarification. Do you move before or after the attack? Do you move even if you fail to defend yourself with the check? What other attacks could you possibly have to worry about at that point?
    Ah, yeah, good catch there. I seemed to have missed the details on that one, and I'll probably fix it later on, when I find myself working on stuff. Also, that comment was meant to clear up any confusion about things like people who have Thicket of Blades or whatnot, since that stance just complicates matters to an unreasonable degree.

    Quote Originally Posted by DragoonWraith View Post
    Voice of Thunder is pure awesome, though the name seems somewhat strange for its effect...
    Well, it was originally called 'Voice of the West Wind', and was changed after that, when I did some research into the four winds, and justifications got fuzzy. Though, to explain, doesn't a clap of Thunder linger after it's passed? Well, that's the essence (voice) that is caught in this stance.

    Quote Originally Posted by DragoonWraith View Post
    Hmm... by 5th level, most effects seem to be +6d6 damage, plus some other stuff (ignoring DR, giving you DR, etc). Cyclone Burst is +5d6 twice, after you make the Concentration check. Not sure the drawbacks make up for the fact that you are potentially dealing nearly twice the damage of other strikes at this level. Maybe, though.
    Well, yeah, but, penalties to hit are pretty problematic with that as well, so, I can see what you mean, any advice for it?

    Quote Originally Posted by DragoonWraith View Post
    Touch of the Rain seems fitting and reasonable.
    Thanks again, now for a random smilie:

    Quote Originally Posted by DragoonWraith View Post
    Zephyr Breath is awesome, well done on that. Though you might consider renaming it - a zephyr is a gentle, warm wind, nothing like the violence of a hurricane.
    Oh, oops, I think I may have been a little hasty on naming that one after all. Any comments? Maybe a little revamping on the fluff would be in order?

    Quote Originally Posted by DragoonWraith View Post
    Flooding Rain suffers from the same problem as Pouring Rain.
    Check.

    Quote Originally Posted by DragoonWraith View Post
    Streak of Lightning blinds instead of deafens. Definitely better, but again... blindness does not seem like a debilitating enough effect for this level. The Wizard's been doing that since level 3, at worst, and you're level 12.
    Well, again, +10 foot range and blindness with no save, so, higher focus on utility use.

    Quote Originally Posted by DragoonWraith View Post
    Whisper of the Wind is pretty cool, that's a neat ability... though this seems perhaps a bit high level for it?
    Hmmm, well, perhaps, but, I can just see you linking with a guy with Improved Uncanny Dodge, and, oh fun, now nobody in the party can be sneak attacked except by an army of high level Rogues XD. Though, I can see your point. Have any recommendations for it?

    Quote Originally Posted by DragoonWraith View Post
    Gaze of the Storm, quite frankly, seems really weak for a 7th level stance. The closest comparison is Assassin's Stance, which gives +2d6 Sneak Attack damage... as a 2nd level stance. Sure, SA has limitations, but seriously now.
    I see what you mean there, but, well, I really had nothing to gauge it against, and the reasoning was that it stacked with all other maneuvers that would grant you bonus damage, so, just mix with Typhoon Burst, and suddenly, it's Mealstrom Burst, oh dear. Though, I can see your point there. Any advice for what wit would be good to improve to? +3d6? +4d6?

    Quote Originally Posted by DragoonWraith View Post
    Tempest Eye turns your Swift action into a second Standard action? That's... quite powerful. Still, as a 7th level maneuver, the biggest possible abuse - getting it on a spellcaster and casting two 9th level spells at once - doesn't seem likely. I don't think it's too bad, though extra actions should always be considered critically. On some level, I suppose it's much less broken than the Factotum 8 ability, which isn't really all that broken, so I suppose it's pretty good. Definitely desirable.
    Yeah, I was iffy on Tempest Eye when I was writting it, but, if no one is worried on it, then I'm not worried on it.

    Quote Originally Posted by DragoonWraith View Post
    Bolt of Lightning does damage at range, and is a no-save paralyze? A paralyzed character is as good as dead, since they're helpless and should get Coup de Grace'd immediately, but that's also wasting an action and seems reasonable enough. Finally, one of these has an effect worth using.
    Just my thinking. Of course, I can understand the others being subpar, but, they were designed on utility use, which, as you can see, this has a buttload of.

    Quote Originally Posted by DragoonWraith View Post
    Drenching Rain, again, need clarification on how these maneuvers work.
    And check again.

    Quote Originally Posted by DragoonWraith View Post
    Step of the Four Winds... for a second I missed the "once per round" and I was flabbergasted. As it is... potent, very much so, but for an 8th level stance, not sure that's out of place at all.
    Yeah, I was sure to put in that once per round bit, as I can see how powerful that can be.

    Quote Originally Posted by DragoonWraith View Post
    Maelstrom Burst and Thunder both have the same problem: they don't do enough damage. Most 9th level maneuvers are save-or-dies. Strike of Perfect Clarity deals +100 damage - what Thunder will do at IL 20, but Strike of Perfect Clarity does it at IL 17. Maelstrom Burst is a little better (averages 99 damage, even at IL 17), but compared to the incredible effects of the other 9th level maneuvers, this is rather tame.
    Well, Thunder has the added benefit of getting Wisdom to hit, making it actually above Strike of Perfect Clarity at level 20, so, not too worried about that one. As for Mealstrom Burst, I had actually been a little iffy on it myself, and had thought about removing the requirement for both attacks to be pointed at the same target. Any thoughts on that?

    Quote Originally Posted by DragoonWraith View Post
    Mostly, I think you went overboard with your maneuver "lines". There's the Concentration+TWF line, the +X electricity damage per IL line, and the Concentration+movement counter line, and it's really just a bit much. This discipline seems to have too many maneuvers in general, but too many of them are just variations on these. I'd suggest paring down the amount of each of those lines, and create some new unique maneuvers, especially for 9th level.
    Well, I can't really feel bad about offering a lot of options, or even see it as an issue. Though, one of the problems I always noticed that discipline's had, was that as maneuver level went up, you kept getting new ones, and your old ones might, while potentially being better, make you change your strategy. This opens up linely for heightened versatility, but can be fustrating at times. So, with this, I picked a few good ideas, and made maneuvers that would work with them at most every level of the game. This might have been what created the 'surplus' of maneuvers you're commenting on, actually.



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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Perhaps you could build a restriction into Föhn? Something like with a charge: can only move in a straight line. Or, perhaps, make it part of an attack move: if you only move once this turn, you get +30.
    A restriction like that, would bring it back in line.
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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Fax created a ToB discipline based around storms/sea and he had what he called "wake attacks" in it which were pretty neat. They let you move and then deal damage to all enemies in a cone behing you. Sorta suits your theme.

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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Quote Originally Posted by Rithaniel View Post
    I see what you mean there, but, well, I really had nothing to gauge it against, and the reasoning was that it stacked with all other maneuvers that would grant you bonus damage, so, just mix with Typhoon Burst, and suddenly, it's Mealstrom Burst, oh dear. Though, I can see your point there. Any advice for what wit would be good to improve to? +3d6? +4d6?
    There's a level 6 Desert Wind stance which adds 1d6 fire damage to all attacks. Since sonic is so much better than fire, I would actually suggest dropping the bonus damage to 2d4 for a 7th level stance.
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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Quote Originally Posted by Eldan View Post
    Perhaps you could build a restriction into Föhn? Something like with a charge: can only move in a straight line. Or, perhaps, make it part of an attack move: if you only move once this turn, you get +30.
    A restriction like that, would bring it back in line.
    You're still acting like there's a problem with it, and that Winds Stride didn't suck. Why is this?

    Quote Originally Posted by merlin View Post
    Fax created a ToB discipline based around storms/sea and he had what he called "wake attacks" in it which were pretty neat. They let you move and then deal damage to all enemies in a cone behing you. Sorta suits your theme.

    Merlin
    Sounds interesting, I might have to check that out. Of course, this is less about the sea's and more about raw storms, actually. Just the fluff centerred on an island.

    Quote Originally Posted by pyrefiend View Post
    There's a level 6 Desert Wind stance which adds 1d6 fire damage to all attacks. Since sonic is so much better than fire, I would actually suggest dropping the bonus damage to 2d4 for a 7th level stance.
    Hmmm, well, I know the arguement abotu Fire resistance being more common than other types of resistance, but honestly, bonus damage just boils down to bonus damage, except against the odd foe with resistance to that damage, so, thanks, you actually confirmed the build of that stance.



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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Presumably it's because he thinks consistency is inherently desirable. I do also; unless I was overhauling the entire ToB system, personally, I'd make a discipline fit within the framework of the ToB system, rather than be the odd man out, even if I was "right". Like having only one 9th level maneuver or having about the same number of maneuvers in general. And that means not offering maneuvers that are strictly superior to others of the same level.

    That doesn't make us right. It's a preference thing; I can very easily see why you'd prefer your discipline to be different if you disagree with some of the things they did in ToB.

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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Hmmm, I guess I wasn't thinking about it in form of 'preference', and was just thinking about it in form of 'correct-incorrect'. I guess I can see this being frowned upon by someone trying to be just like the preset markers, but, well, I was going about it by thinking "Well, this is a boost to movement, and movement is a subpar option in combat, unless you have a big boost to your movement, so, I need to give them a big boost in their movement", but, I made sure I didn't go over the realms of reasonability, and kept it in Expeditious Retreat zone.

    Of course, I think I may drop to just one 9th level maneuver, actually (perferably Thunder), and just knock off Mealstrom Burst, any recommendations for that?



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    Eye of the Storm [Skill]
    You have practiced in the ways of Storm Soul, and have grown adept at holding your focus.
    Prerequisite: One Storm Soul maneuver
    Benefit: This is a skill feat that scales with your ranks in Concentration.
    • 0 ranks: Concentration becomes a Wisdom-based skill for you, allowing you to add your Wisdom modifier to your Concentration skill, instead of your Constitution modifier.
    • 4 ranks: You gain a +4 bonus to Concentration checks made when initiating Storm Soul maneuvers.
    • 9 ranks: While in a Storm Soul Stance, you can take as many attacks of opportunity each round as you wish. Though, if you exceed your normal allotment of AoOs during a given round, and attempt to continue taking AoOs, then, each time you take one, you must make a Concentration check (DC 20 + 10 for each check that came before this), in order to take that AoO.
    • 14 ranks: You gain the ability to attempt a Concentration check, as a move action, in order to gain an extra swift or immediate action (DC 25 + Half your IL). This extra swift or immediate action, however, must be used to initiate a Storm Soul counter or boost. You may only attempt this Concentration check once per round
    • 19 ranks: You may, as a free action, recover a single Storm Soul maneuver that you have prepared and expended, by making a successful Concentration check (DC 30 + level of the level of the maneuver you would recover).



    Mealstrom Gift
    You have relentlessly practiced the extreme focus and art of the Storm Soul discipline, and have acheived a skill with it that few can rival.
    Prerequisite: Blade Meditation (Storm Soul), Concentration 8 ranks.
    Benefit: While weilding a weapon assossiated with the Storm Soul discipline (battleaxe, handaxe, kukri, longsword, scimitar, or short sword), you gain a +2 bonus or your attack roll made with that weapon. Additionally, select one of the following benefits, and you gain that benefit when weilding that weapon as well:
    • You may substitute your Strength modifier with your Wisdom modifier for the purpose of your damage rolls.
    • You gain a bonus on damage rolls equal to half your Wisdom modifier.

    Special: This feat can be taken twice, but the bonus on attack rolls never increases above +2, and the second time this feat is taken, the option that was not selected the first time, is the one that is selected.


    Brainstorm [Psionic]
    The power of your mind is taught, focused, with a whisper of thunder. You find yourself able to unleash this brooding storm, with but a thought, at times.
    Prerequisite: One Storm Soul maneuver, a power point reserve.
    Benefit: You may expend your psionic focus at any time, in order to initiate any Storm Soul maneuver you know, even if you do not have that maneuver prepared. You must still take any actions the maneuver in question requires, and expending your psionic focus with this feat is considered a free action that is performed as part of the maneuver in question.


    Shadow of the Typhoon [Tactical]
    You have truly exceeded the norm, and grown overwhelmingly adept in the use of the Storm Soul discipline, which allows you to overcome even some of the most stalwart foes with little effort.
    Prerequisite: Eye of the Storm, Concentration 9 ranks, two Storm Soul maneuvers
    Benefit: The feat enables the use of three tactical options.
    • Downpour: To use this option, you must use the Eye of the Storm feat to gain an extra swift or immediate action. If your Concentration check succeeds, then you may choose to lose your Dexterity modifier to your AC until your next round, and allow yourself to use this swift or immediate action for any purpose.
    • Ball Lightning: To use this option, you must have deal damage to an opponent at least twice in one round. On your next round, if you attack that same opponent with a Storm Soul maneuver that deals lightning damage, then that opponent must make a Fortitude save (DC 10 + 1/2 your character level + your Wisdom modifier), or become stunned for one round.
    • Supercell: To use this option, you must be in a Storm Soul stance, and must initiate a Storm Soul maneuver that requires you to make a Concentration check. You may take 10 on this Concentration check, in exchange for prematurely leaving any Storm Soul stance you may be in.
    Last edited by Rithaniel; 2010-02-02 at 11:30 PM. Reason: tweaking



  14. - Top - End - #14
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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    The Eye of the Storm feat is a little bit odd in that some of the rankings are off. At nine ranks, you get a DC 23 Concentration check to get an extra swift or immediate action. Since you're level 6 (minimum...assume 6th for balance reasons), you'll have 9 ranks. The previous boost (which you got at 4 ranks...I would go for 5, but that's just me) of +4 increases your Concentration to +13 without Wisdom modifiers. Assuming a 16 (15 at 1st level, 16 at 4th), that's another +3. +16 to Concentration means you only need a 7 to make the check. While a swift or immediate action doesn't seem huge, at later levels, you'll be consistently making the check.

    Level 10: DC 25 -- Concentration, assuming Wisdom 17 (15 1st, 16 4th, 17 8th) = +20. Meaning you only need a 5.
    Level 12: DC 26 -- Concentration, assuming Wisdom 18 = +23. Need a 3.
    Level 16: DC 28 -- Concentration, assuming Wisdom 19 = +27. Need a 1. Can't fail.

    Not to mention magic items.

    Luckily, wizards can't abuse this with quickened spells.

    The last ability granted from that feat might be overpowered.

    Level 16: DC 25 + 8 = DC 33 (this is assuming you want an 8th level maneuver back--the highest level you can use at 16th level) -- Concentration, assuming Wisdom 19 = +27. Need a 9 to recover all expended maneuvers for a free action. At level 17, you still need a 9 (assuming you want a 9th level maneuver back). Level 18: 8. Level 19: 7. Level 20: 5.

    For a free action...

    Thoughts. This thread deserves more attention for all the work you put into this.

    I haven't looked at the other feats.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Eye of the Storm is, IMO, overpowered. You essentially get the Swordsage capstone fourteen levels early, plus a number of other significant bonuses. Unless you make utterly obscene DCs, you should expect that anyone who gets a chance to make a skill check will make it. As is, 20+1/2 IL isn't even that hard.

    Maelstrom Gift also seems to add a lot. A feat to add any ability modifier to damage is well worth it by itself. Adding an extra +2 to attack in addition, just seems a bit silly. Compare this to Shadow Blade - you get Dex to damage, when using a Shadow Hand weapon, when in a Shadow Hand stance. Yours doesn't have the latter limitation and does more. Honestly, I have a hard time imagining a Swordsage not taking this.

    Brainstorm's quite solid and reasonable, though, I think.

    Shadow of the Typhoon... Downpour just makes the Eye of the Storm bonus even worse, while Ball Lightning is far more powerful than the equivalent things in the other Tactical feats in ToB, plus easier to initiate. Stunning for 1d4 rounds is a death sentence. Supercell seems fine.

    As for 9th level maneuvers, yeah, I'd say that if you can think of a good idea, replace the two of them with a maneuver that does something a bit different from the others, rather than having the pair of extensions of the two "lines". Maybe some combo thing? I dunno.

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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Actually, you guys may have a point on the Eye of the Storm feat. Perhaps I ought to switch the 9 ranks and 14 ranks abilities, and alter the 'gain an extra swift or immediate action' ability's DC to be (DC 25 + Half your IL), and the 'recover all Storm Soul maneuvers' ability's DC to be (DC 30 + level of the highest level maneuver you would recover)?

    Though, to correct you guys on a few points. Classes commonly get the Warblade's level 20 capstone (which, as a note, is considerably more powerful than the Swordsage's level 20 capstone) several levels early (Read: Dancer, with the use of a single feat, Master of Nine, etc.). I see no issue, therefore, to give the Swordsage's level 20 capstone a few levels early (though, with the alterations I'm thinking about, it'd be only 9 levels early, and then, it would stack with the Swordsages ability, meaning that the Swordsage still gets all sorts of special).

    Next up, the Eye of the Storm feat, allows you to recover your maneuvers, yes, just so long as they are all Storm Soul maneuvers. This is just me being nitpicky, but, well, if it alters your veiw on that ability's power, then, you'd likely want to know that tidbit.

    Okay, now, Mealstrom Gift, I'll just say that Wisdom is a lot less vital to a melee character than Dexterity is, and that influenced my building of this feat to a degree. Shadow Blade does grant you Dex to damage, but, if you crank up Dex, and have Weapon Finesse, then, your damage, AC, reflex save, and to-hit are all rising. Where-as, with this feat, you crank Wisdom, and your to-hit and Will save are rising. So, I took this into account when I made that feat. Having said that, though, it might actually be a bit powerful.

    Brainstorm, YAY, cool beans (as opposed to hot beans).

    With Shadow of the Typhoon, well ,the arguement against Downpour was based on an arguement against Eye of the Storm, so, I'll hold off on commenting there for a second. Of course, Ball Lightning was built, hinging on the idea that you would have to deal damage to an opponent at least three times in a row, and the maneuver would only be able to be used in the second round of combat, at the earliest. Having said that, the maneuvers that might be being used with this option are going to be deafening/blinding/paralyzing without a save, where-as Ball Lightning does offer a save. Though, I can see the 1d4 rounds being a little much. Perhaps 1d2 rounds? Or maybe even a single round?

    For the level 9 maneuver, I was thinking about keeping 'Thunder', since I really like that maneuver's base (wound up balanced without actual external balancing, it's like it wanted to be useful). Of course, if I removed 'Mealstrom Burst' altogether, I feel that I might need to make the other links of that chain change to be more appropriate...



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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Quote Originally Posted by Rithaniel View Post
    Actually, you guys may have a point on the Eye of the Storm feat. Perhaps I ought to switch the 9 ranks and 14 ranks abilities, and alter the 'gain an extra swift or immediate action' ability's DC to be (DC 25 + Half your IL), and the 'recover all Storm Soul maneuvers' ability's DC to be (DC 30 + level of the highest level maneuver you would recover)?
    I don't think recovery of maneuvers as a free action, without the limitations of the Crusader "grant" system, is balanced with ToB. It was very specifically designed such that you cannot use your best maneuvers every round. With this, you certainly could. There's no reason not to use Tempest Eye, Maelstrom Burst, and Thunder each and every round once you get that ability. I don't think that's balanced and really, I don't think it's very fun.

    If the final benefit of Eye of the Storm was 1/day, then that would be reasonable-ish. Still very powerful.

    As for gaining actions, that's pretty high on the list of "obviously powerful things to do". Action economy abuse is the #1 route to power in 3.5.

    The real issue is, the 0 ranks ability is potentially worth a feat, the 4 ranks ability is equivalent to some of the weaker feats in Core, the 9 ranks ability is more powerful than a feat should be, and so is the 14 ranks ability. You're getting more than four feats worth of power, for one feat. That's just not balanced.

    Quote Originally Posted by Rithaniel View Post
    Though, to correct you guys on a few points. Classes commonly get the Warblade's level 20 capstone (which, as a note, is considerably more powerful than the Swordsage's level 20 capstone) several levels early (Read: Dancer, with the use of a single feat, Master of Nine, etc.). I see no issue, therefore, to give the Swordsage's level 20 capstone a few levels early (though, with the alterations I'm thinking about, it'd be only 9 levels early, and then, it would stack with the Swordsages ability, meaning that the Swordsage still gets all sorts of special).
    A good job putting that in perspective: you're right, and I'm rethinking the Snake Dance feat. But, notice that the Snake Dance feat has some limitations (not enough, but it has some), as does the Master of the Nine ability (limited uses per day), plus the Master of the Nine is utterly brutal to enter (so, many, useless, feats). Yours is usable every round for a skill check. I think it's more powerful than a feat ought to be.

    Quote Originally Posted by Rithaniel View Post
    Okay, now, Mealstrom Gift, I'll just say that Wisdom is a lot less vital to a melee character than Dexterity is, and that influenced my building of this feat to a degree. Shadow Blade does grant you Dex to damage, but, if you crank up Dex, and have Weapon Finesse, then, your damage, AC, reflex save, and to-hit are all rising. Where-as, with this feat, you crank Wisdom, and your to-hit and Will save are rising. So, I took this into account when I made that feat. Having said that, though, it might actually be a bit powerful.
    Intuitive Strike, Book of Exalted Deeds, gives Wis to attack rolls. With that, and this, and the Swordsage 1st and 4th level abilities, you get Wis to AC, attack, and to damage twice when using Storm Soul maneuvers. And there's nothing stopping you from having Shadow Blade too, if you wanted; Shadow Hand and Storm Soul share some associated weapons.

    Quote Originally Posted by Rithaniel View Post
    Of course, Ball Lightning was built, hinging on the idea that you would have to deal damage to an opponent at least three times in a row, and the maneuver would only be able to be used in the second round of combat, at the earliest. Having said that, the maneuvers that might be being used with this option are going to be deafening/blinding/paralyzing without a save, where-as Ball Lightning does offer a save. Though, I can see the 1d4 rounds being a little much. Perhaps 1d2 rounds? Or maybe even a single round?
    A single round seems most appropriate. Compare this to the other Tactical feats. Lasting Weak Spot from the Distant Horizon feat is similar to this (damage him twice last round), but then you need to make a single melee attack as a Standard action (pretty much as a waste of a standard action, and all you get out of it is that the guy takes an extra damage per hit for a minute. 1 damage. Pretty much all of the tactical options involve you wasting actions doing things you'd rather not (standard action melee attacks, total defense actions, etc), or rely on your opponent attempting something and messing up (missing due to concealment, missing on a charge, etc). This is something that is completely in line with what you want to do anyway, and it gives a much bigger bonus than any other Tactical feat. Even at only a single round.

    Quote Originally Posted by Rithaniel View Post
    For the level 9 maneuver, I was thinking about keeping 'Thunder', since I really like that maneuver's base (wound up balanced without actual external balancing, it's like it wanted to be useful). Of course, if I removed 'Mealstrom Burst' altogether, I feel that I might need to make the other links of that chain change to be more appropriate...
    Change how? Become more powerful? I don't think that's appropriate unless you're increasing their level.

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    Default Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Quote Originally Posted by DragoonWraith View Post
    I don't think recovery of maneuvers as a free action, without the limitations of the Crusader "grant" system, is balanced with ToB. It was very specifically designed such that you cannot use your best maneuvers every round. With this, you certainly could. There's no reason not to use Tempest Eye, Maelstrom Burst, and Thunder each and every round once you get that ability. I don't think that's balanced and really, I don't think it's very fun.

    If the final benefit of Eye of the Storm was 1/day, then that would be reasonable-ish. Still very powerful.

    As for gaining actions, that's pretty high on the list of "obviously powerful things to do". Action economy abuse is the #1 route to power in 3.5.

    The real issue is, the 0 ranks ability is potentially worth a feat, the 4 ranks ability is equivalent to some of the weaker feats in Core, the 9 ranks ability is more powerful than a feat should be, and so is the 14 ranks ability. You're getting more than four feats worth of power, for one feat. That's just not balanced.
    Have you ever read the Races of War? Cause, if not, you probably don't know of the people to first make [Skill] feats. I'll give you an excerpt on their design philosophies:

    Spoiler
    Show
    "How about instead of being able to travel anywhere in the multiverse, transform yourself into anything you can think of, stop time, and slay everyone you can see, we just give a nice +1 to hit with your secondary weapon? Deal?"

    Feats were an interesting idea when they were ported to 3rd edition D&D. But let's face it; they don't go nearly far enough. Feats were made extremely conservative in their effects on the game because the authors didn't want to offend people with too radical a change. Well, now we've had third edition for 6 years, and we're offended. Feats are an interesting and tangible way to get unique abilities onto a character, but they have fallen prey to two key fallacies that has ended up turning the entire concept to ashes in our mouths. The first is the idea that if you think of something kind of cool for a character to do, you should make it a feat. That sounds compelling, but you only get 7 feats in your whole life. If you have to spend a feat for every cool thing you ever do, you're not going to do very many cool things in the approximately 260 encounters you'll have on your way from 1st to 20th level. The second is the idea that a feat should be equivalent to a cantrip or two. This one is even less excusable, and just makes us cry. A +1 bonus is something that you seriously might forget that you even have. Having one more +1 bonus doesn't make your character unique, it makes you a sucker for spending one of the half dozen feats you'll ever see on a bonus the other players won't even mention when discussing your character.

    We all understand this problem, what do we do about it? Well, for starters, Feats have to do more things. Many characters are 5th level or so and they only have 2 feats. Those feats should describe their character in a much more salient way than "I'm no worse shooting into melee than I am shooting at people with cover that isn't my friends." This was begun with the tactical feats, but it didn't go far enough. It's not enough to add additional feats that do something halfway interesting for high level characters to have – we actually have to replace the stupid one dimensional feats in the PHB with feats that rational people would care about in any way. Spending a single feat should be enough to make you a "sniper character" because for a substantial portion of your life you only get one feat. Secondly, we have to clear away feats that don't provide numeric bonuses large enough to care about. The minimum bonus you'll ever notice is +3, because that's actually larger than the difference between having rolled well and having rolled poorly on your starting stats. Numeric bonuses smaller than that are actually insulting and need to be removed from the feats altogether. 3.5 Skill Focus was a nice start, but that's all it was – a start.

    Furthermore, the fundamental structure of feats has been a disaster. The system of prerequisites often ensures that characters won't get an ability before it would be level appropriate for them to do so, but actually does nothing to ensure that such characters are in fact getting level appropriate abilities. Indeed, if a 12th level character decides that they want to pursue a career in shooting people in the face, they have to start all over gaining an ability that is supposed to be level appropriate for a 1st level character. Meanwhile, when a wizard of 12th level decides to pursue some new direction in spellcasting – he learns a new 6th level spell right off – and gets an ability that's level appropriate for a 12th level character.


    It's sort of long, but, most assuredly a good read. Having pointed that out, though, I shall respond to your points.

    The 0 ranks is not worth a feat. Neither is the 4 ranks ability. Both of them together, however, makes that worth a feat... at first level. Add in the "I get a few extra AoOs" ability (which will soon be the 9 ranks ability), and you get a pretty decent feat. Then add in "Extra swift or immediate action" (soon to be 14 ranks ability), and you've got something that should probably not be a feat till after 10th level (this is part of the reason why I'm changing it to be the 14 ranks ability, cause that way it isn't even that feat, till 11th level). As for the 19 ranks ability, well, I hate x/day mechanics. Perhaps if I made it be "you recover a single maneuver, as a free action" instead? Any comments on that?

    Quote Originally Posted by DragoonWraith View Post
    A good job putting that in perspective: you're right, and I'm rethinking the Snake Dance feat. But, notice that the Snake Dance feat has some limitations (not enough, but it has some), as does the Master of the Nine ability (limited uses per day), plus the Master of the Nine is utterly brutal to enter (so, many, useless, feats). Yours is usable every round for a skill check. I think it's more powerful than a feat ought to be.
    Again, scroll up and read ze exerpt up above, it's a fun read. Now, okay, I can see this being a bit strong for some people, action economy and all. Perhaps openning up a new restriction on it would offer some more balance. Something like "you lose the ability to take AoOs this round, if you do so", "you cannot move more than 10 feet during your turn if you do so", or "you cannot take a full round attack option this round if you choose to do so". Any thoughts?

    Quote Originally Posted by DragoonWraith View Post
    Intuitive Strike, Book of Exalted Deeds, gives Wis to attack rolls. With that, and this, and the Swordsage 1st and 4th level abilities, you get Wis to AC, attack, and to damage twice when using Storm Soul maneuvers. And there's nothing stopping you from having Shadow Blade too, if you wanted; Shadow Hand and Storm Soul share some associated weapons.
    Well, it's the 2nd and 4th level abilities, but that me being nitpicky. Now then, my example actually was based off of pure feats (which you had to have only 2 of to achive the desired result). Your example was based off of a 4 level dip into a class and a few feats (which you had to have 3 of to achive the desired result). When compared side by side with the Shadow Blade feat, they are about equal, when taking all things into account. Of course, perhaps a little nudge might be in order. How about I change it so that you use your Wisdom to determine damage, instead or Strength, rather than on top of Strength?

    Quote Originally Posted by DragoonWraith View Post
    A single round seems most appropriate. Compare this to the other Tactical feats. Lasting Weak Spot from the Distant Horizon feat is similar to this (damage him twice last round), but then you need to make a single melee attack as a Standard action (pretty much as a waste of a standard action, and all you get out of it is that the guy takes an extra damage per hit for a minute. 1 damage. Pretty much all of the tactical options involve you wasting actions doing things you'd rather not (standard action melee attacks, total defense actions, etc), or rely on your opponent attempting something and messing up (missing due to concealment, missing on a charge, etc). This is something that is completely in line with what you want to do anyway, and it gives a much bigger bonus than any other Tactical feat. Even at only a single round.
    Wow, I guess I hadn't read Distant Horizon, it is a royal slap in the face (if you disagree, then, read ze exerpt). Though, yes, I think I will change it to be just one round.

    Quote Originally Posted by DragoonWraith View Post
    Change how? Become more powerful? I don't think that's appropriate unless you're increasing their level.
    Well, I was thinking about bumping each maneuver up a level, and removing the requirement that both attacks had to be directed at a single foe.



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    Exclamation Re: Storm Soul [3.5e Martial Discipline] -- PEACH

    Holy hell, I didn't know you were on here, Rith. I can't believe it took me this long to notice. I still post over at the D&D wiki, and over at Surgo's new wiki. I don't know if you remember the name Mythos Specialist, but I had to change the name (it's a long story)...

    I recently posted a homebrew battlemage class at both wikis, and a pile of new spells.

    ...As for this discipline, I rather like the idea of using the storm as fighting style. I could see a seagoing piratey-type character using this while on deck.
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