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    Default Perfect Self [3.5 ToB Discipline]

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    Metal, Magic, those are mere hinderances for a disciple of Perfect Self. His body is his only asset, his mind is his power.


    Classes available:
    All - This discipline replaces a discipline of the initiator's choice.

    Discipline Focus: Balance
    Discipline Weapons: Quite a few of his maneuvers only work with Unarmed Strikes, although Quarterstaff, Sling and Club are also discipline weapons for Perfect Self.


    1st Level
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    Just Like Energy: (Stance) - Gain energy resistance based on your IL.
    Blow Like Wind: (Boost) - Gain speed boost based on your IL.
    Reach and Hit: (Strike) - Attack with 5ft more reach with Balance check.


    2nd Level
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    Out of the Way: (Counter) - Take a 5ft step in response to an attack.
    Knee Strike: (Strike) - Make an extra attack at -2 penalty.


    3rd Level
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    Unbalancing Stance: (Stance) - Opponents in 15ft need to make Balance checks or fall prone.
    Misty Presence: (Stance) - Mist with 20ft radius, varying degrees of concealment.
    Aerial Mastery: (Boost) - Gain Fly speed (perfect) for 1 round.
    Disorienting Strike: (Strike) - Your attack deals 1 damage to all ability scores.


    4th Level
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    No More Magic: (Strike) - Attempt a targeted Dispel on target with your attack.
    No More Metal: (Strike) - Shatter metal with your attack.
    Roll with the Blow: (Counter) - Ignore damage from one attack, rolling 5ft randomly.


    5th Level
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    Absolute Freedom: (Stance) - You gain benefits of Freedom of Movement.
    Brilliant Self: (Boost) - You ignore metal and stone for one round.
    One with the Energy: (Stance) - Gain immunity to one type of energy, gain benefits when subjected to that energy.


    6th Level
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    Perfect Sight: (Boost) - Gain True Seeing for one round.
    Part of Me: (Boost) - Summon an Elemental based on your IL.
    Anchoring Strike: (Strike) - Enemy gets effected as if hit by Dimensional Anchor.
    Antimagical Aura: (Boost) - 15ft radius Anti-Magic Field, centered on you for one round.


    7th Level
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    Invulnerable Self: (Stance) - Gain immunity to spells below 5th level.
    Banishing Strike: (Strike) - Banish extraplanar creature with a hit.
    Fortified Mind: (Stance) - You gain benefits of Mind Blank.


    8th Level
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    Overpowering Strike: (Strike) - Deal +5d10 damage, stun or nauseate enemies.
    Take Cover: (Counter) - Gain total cover against one attack.


    9th Level
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    Destroying Voice: (Strike) - Kill enemies with a single word.





    Read the next post for full descriptions of the maneuvers.
    Last edited by Eloel; 2010-01-24 at 05:06 AM.

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    Default Re: Perfect Self [3.5 ToB Discipline]

    1st Level Maneuvers
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    Just Like Energy
    Perfect Self (Stance)
    Level: Warblade 1, Swordsage 1, Crusader 1
    Initiation Action: 1 swift action

    You gain 2 x IL Energy Resistance (per attack ER) to an energy type of your choice. You choose this energy type when you take the stance, and can change it only by changing your stance (swift action).


    Blow Like Wind
    Perfect Self (Boost)
    Level: Warblade 1, Swordsage 1, Crusader 1
    Initiation Action: 1 swift action

    You gain a 5ft enhancement boost to your speed for every 2 IL you have. This lasts a single round (till the start of your next round).


    Reach and Hit
    Perfect Self (Strike)
    Level: Warblade 1, Swordsage 1, Crusader 1
    Initiation Action: 1 standard action

    You gain +5ft reach while striking with a DC20 Balance check. This lasts until the start of your next turn, and thus applies to all attacks of opportunity you might take.

    2nd Level Maneuvers
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    Out of the Way
    Perfect Self (Counter)
    Level: Warblade 2, Swordsage 2, Crusader 2
    Prerequisite: 1 Perfect Self maneuver
    Initiation Action: 1 immediate action

    When you're attacked in melee, you can take a 5ft step just before the attacker attacks (after he declares an attack), dodging the attack if the enemy can't reach your new position.


    Knee Strike
    Perfect Self (Strike)
    Level: Warblade 2, Swordsage 2, Crusader 2
    Prerequisite: 1 Perfect Self maneuver
    Initiation Action: 1 standard action

    You attack twice with unarmed strikes, yet each attack takes an -2 penalty to attack roll. This penalty does not extend to your AoOs.


    3rd Level Maneuvers
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    Unbalancing Stance
    Perfect Self (Stance)
    Level: Warblade 3, Swordsage 3, Crusader 3
    Prerequisite: 2 Perfect Self maneuvers
    Initiation Action: 1 swift action

    Your presence unbalances those around you. Every enemy within 15ft of you must succeed on a Balance check (DC = Your IL + Your Dexterity modifier), or be unable to move. If they fail by more than 5, they fall prone.


    Misty Presence
    Perfect Self (Stance)
    Level: Warblade 3, Swordsage 3, Crusader 3
    Prerequisite: 2 Perfect Self maneuvers
    Initiation Action: 1 swift action

    Your presence disorients the air around you in a 20ft sphere. 5ft of the mist provides concealment, and 20ft of the mist provides total concealment.


    Aerial Mastery
    Perfect Self (Boost)
    Level: Warblade 3, Swordsage 3, Crusader 3
    Prerequisite: 2 Perfect Self maneuvers
    Initiation Action: 1 swift action

    You gain a fly speed (perfect) equal to 5ft x your IL for one round, lasting till the end of your next turn.


    Disorienting Strike
    Perfect Self (Strike)
    Level: Warblade 3, Swordsage 3, Crusader 3
    Prerequisite: 2 Perfect Self maneuvers
    Initiation Action: 1 standard action

    You make a single attack against an enemy within reach. If you hit, and the enemy fails a Fort save (DC13+your strength modifier), you deal 1 damage to all his ability scores.


    4th Level Maneuvers
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    No More Magic
    Perfect Self (Strike)
    Level: Warblade 4, Swordsage 4, Crusader 4
    Prerequisite: 2 Perfect Self maneuvers
    Initiation Action: 1 standard action

    You make a single attack that ignores concealment caused by spells. On a successful hit, you immediately make a Dispel check against all spells on your enemy.
    Your roll is 1d20+Your IL, and the DC to dispel is CL+11.


    No More Metal
    Perfect Self (Strike)
    Level: Warblade 4, Swordsage 4, Crusader 4
    Prerequisite: 2 Perfect Self maneuvers
    Initiation Action: 1 standard action

    You make a single touch attack to a metal object. If non-magical, the object (upto 10lb/IL), shatters. If magical, the object gets a Will save to negate. (DC 14 + your strength modifier) A construct made of metal hit by this strike takes 10d10 damage, Will save to negate.


    Roll with the Blow
    Perfect Self (Counter)
    Level: Warblade 4, Swordsage 4, Crusader 4
    Prerequisite: Out of the Way maneuver
    Initiation Action: 1 immediate action

    You ignore damage from a single magical, psionic, ranged or melee attack. Once you negate, you roll 1d8 and roll at the direction the dice shows, starting from North, going clockwise. If the movement would be impossible (wall, or similar), reroll the 1d8. If there's no legal movement possible, you can't use this maneuver.


    5th Level Maneuvers
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    Absolute Freedom
    Perfect Self (Stance)
    Level: Warblade 5, Swordsage 5, Crusader 5
    Prerequisite: 3 Perfect Self maneuvers
    Initiation Action: 1 swift action

    You gain benefits of Freedom of Movement (as the spell).

    Author's Note: This maneuver is still an Ex ability, so it can't be dispelled, and it works fine in AMF.


    Brilliant Self
    Perfect Self (Boost)
    Level: Warblade 5, Swordsage 5, Crusader 5
    Prerequisite: 3 Perfect Self maneuvers
    Initiation Action: 1 swift action

    You and anything that you own (non-metal non-stone) ignores metal and stone (unless you do not want to ignore, like for the floor) for one round.

    Author's Note: This might seem open to abuse with semi-Touch Attacks and transportation through walls and similar. It's the point of this maneuver to have both of those benefits.


    One with the Energy
    Perfect Self (Stance)
    Level: Warblade 5, Swordsage 5, Crusader 5
    Prerequisite: 2 Perfect Self maneuvers & Just Like Energy stance
    Initiation Action: 1 swift action

    You gain immunity to an energy type of your choice. You choose this energy type when you take the stance, and can change it only by changing your stance (swift action). Whenever you're subject to your chosen energy, you heal damage equal to half what you'd suffer if you were not immune.


    6th Level Maneuvers
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    Perfect Sight
    Perfect Self (Boost)
    Level: Warblade 6, Swordsage 6, Crusader 6
    Prerequisite: 3 Perfect Self maneuvers
    Initiation Action: 1 swift action

    You gain benefits of True Seeing (as the spell).

    Author's Note: This maneuver is still an Ex ability, so it can't be dispelled, and it works fine in AMF.


    Part of Me
    Perfect Self (Boost)
    Level: Warblade 6, Swordsage 6, Crusader 6
    Prerequisite: 3 Perfect Self maneuvers & One with the Energy stance
    Initiation Action: 1 swift action

    You can only initiate this maneuver when you're in One with the Energy stance. You summon an elemental based on your chosen energy (Cold - Water, Fire - Fire, Air - Lightning or Sonic, Earth - Acid). The elemental appears next to you, and acts immediately. The elemental has as many HD as you have IL, which may put it at a size Large or greater.
    The elemental stays till the start of your next turn, at which time it re-merges with you, healing you for 2 damage per IL you have.


    Anchoring Strike
    Perfect Self (Strike)
    Level: Warblade 6, Swordsage 6, Crusader 6
    Prerequisite: 3 Perfect Self maneuvers
    Initiation Action: 1 standard action

    As part of this strike, you make a single melee attack. If your attack hits, your enemy is effected as if hit by a Dimensional Anchor of a CL equal to your IL.


    Antimagical Aura
    Perfect Self (Boost)
    Level: Warblade 6, Swordsage 6, Crusader 6
    Prerequisite: 4 Perfect Self maneuvers
    Initiation Action: 1 swift action

    All magical effects within 15ft are suppressed for one round, and no spells can be cast for the said round, as if the area was under effects of an Antimagic Field. This aura lasts until the start of your next turn.


    7th Level Maneuvers
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    Invulnerable Self
    Perfect Self (Stance)
    Level: Warblade 7, Swordsage 7, Crusader 7
    Prerequisite: 4 Perfect Self maneuvers
    Initiation Action: 1 swift action

    You gain immunity to all spells below 5th level (inclusive) while you're in this stance. 6th level and above spells still effect you normally.


    Banishing Strike
    Perfect Self (Strike)
    Level: Warblade 7, Swordsage 7, Crusader 7
    Prerequisite: 4 Perfect Self maneuvers
    Initiation Action: 1 standard action

    As part of this maneuver, you make a single melee attack. Any extraplanar creature with HD upto twice your IL that gets hit by this attack must succeed on a Will save (DC 17 + your strength modifier) or be banished as per Dismissal spell. You can increase the DC of this Will save on a 1 to 1 basis by taking a penalty to your attack roll to deliver this strike.


    Fortified Mind
    Perfect Self (Stance)
    Level: Warblade 7, Swordsage 7, Crusader 7
    Prerequisite: 4 Perfect Self maneuvers
    Initiation Action: 1 swift action

    You gain benefits of Mind Blank (as the spell).

    Author's Note: This maneuver is still an Ex ability, so it can't be dispelled, and it works fine in AMF.


    8th Level Maneuvers
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    Overpowering Strike
    Perfect Self (Strike)
    Level: Warblade 8, Swordsage 8, Crusader 8
    Prerequisite: 4 Perfect Self maneuvers
    Initiation Action: 1 standard action

    Make a single melee attack. If your attack hits, it deals +5d10 damage (no save). In addition, unless the enemy succeeds on a Fort save (DC 18 + your strength modifier), he's Stunned for 1d4 rounds. If he succeeds on the save, he's instead nauseated for 1 round.


    Take Cover
    Perfect Self (Counter)
    Level: Warblade 8, Swordsage 8, Crusader 8
    Prerequisite: 3 Perfect Self maneuvers & Roll with the Blow maneuver
    Initiation Action: 1 immediate action

    You can initiate this maneuver when you're subject to a magical, psionic, melee or ranged effect. You gain total cover against that effect. If the effect can work around a total cover, you gain a +4 bonus on Reflex save or a +8 bonus on AC against that effect, if applicable.


    9th Level Maneuvers
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    Destroying Voice
    Perfect Self (Strike)
    Level: Warblade 9, Swordsage 9, Crusader 9
    Prerequisite: 5 Perfect Self maneuvers
    Initiation Action: 1 standard action

    When you initiate this strike, all enemies within 30ft with less than 5 * your IL HP die instantly. Anyone with more HP has to succeed on a Will save to negate the strike, or be subject to as much damage as their HP+10, Fort save to halve.
    DC for the saves is 19 + your constitution modifier.

    This is a sonic effect, and thus is negated in an area of Silence, yet it's not reduced or negated by Sonic resistance or immunity.
    Last edited by Eloel; 2010-01-24 at 11:06 AM.

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    Default Re: Perfect Self [3.5 ToB Discipline]

    Don't make swordsages lose two disciplines.

    EDIT: They're already the weakest ToB class. Plus, that kind of unbalances things for them. They're supposed to have the most disciplines. Giving up two would put them more on par with the warblade in terms of discipline number.
    Last edited by Temotei; 2010-01-24 at 03:03 AM.
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    Default Re: Perfect Self [3.5 ToB Discipline]

    Ozgun92: How familiar are you with the Homebrew Martial Adept baseclasses? I am asking so I can know how broadly you meant "All others".
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    Default Re: Perfect Self [3.5 ToB Discipline]

    Quote Originally Posted by DracoDei View Post
    Ozgun92: How familiar are you with the Homebrew Martial Adept baseclasses? I am asking so I can know how broadly you meant "All others".
    I meant Crusader and Warblade by 'all others', yet it should work good enough with the 'other' martial adept baseclasses.

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    Default Re: Perfect Self [3.5 ToB Discipline]

    I have the detailed manuevers up.

    Edit: And I fixed the 'classes' part.
    Last edited by Eloel; 2010-01-24 at 03:15 AM.

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    Default Re: Perfect Self [3.5 ToB Discipline]

    Maneuvers need to speicify their initiation actions and... really that is very poor formatting you have there... grab the formatting for individual maneuvers from Falling Anvil in my signature or something...

    You might want to consider having the speed boost and elemental resistance cue off Min(Balance ranks-3, IL) to give a reason to max out the associated skill for the discipline... that is the way Desert Wind does it, and that stance isn't even as versitile.

    Also: I should have mentioned this earlier, but "Just Like Energy" presents a conundrum... Martial Adepts get only a few Stances throughout their advancement and they can't be replaced like maneuvers can. For this reason a student of this discipline is faced with a cruel choice, whether to do without a very useful stance up until they hit 9th level or so, or to have a wasted stance after that. One solution (yonked from Way of the Gear) might be to buff up "One with Energy" (or maybe not... even as it stands there are probably many ways to turn that into free healing, especially out of battle... actually, just slathering a pot of burning lamp-oil could do it with Fire) but make "Just Like Energy" a pre-requisit for "One with Energy".
    Last edited by DracoDei; 2010-01-24 at 03:59 AM.
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    Default Re: Perfect Self [3.5 ToB Discipline]

    Boosts are swift actions, counters are immediate actions, strikes are standard actions. I thought that was the normal?

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    Default Re: Perfect Self [3.5 ToB Discipline]

    Quote Originally Posted by ozgun92 View Post
    Boosts are swift actions, counters are immediate actions, strikes are standard actions. I thought that was the normal?
    Indeed. Specification is needed, nonetheless.
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    Default Re: Perfect Self [3.5 ToB Discipline]

    Specified the initiating actions, added prerequisites, added some format (similar to Falling Anvil, thanks!), fixed some wordings.

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    Default Re: Perfect Self [3.5 ToB Discipline]

    You should spoiler each level of maneuver.

    Like:

    Quote Originally Posted by The Demented One View Post
    1st level
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    Crawling Ivy Strike
    Dancing Leaf (Strike)
    Level: Swordsage 1, Warblade 1
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    With a quick, unexpected attack, you throw a foe off his guard, allowing you to dodge his blows with ease. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, then you gain a +2 dodge bonus to AC against any melee attack that opponent makes for 1 round.

    Escape the Blade
    Dancing Leaf (Counter)
    Level: Swordsage 1, Warblade 1
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    With a quick step and a pivot, you can deny opportunistic foes the opening they seek. Whenever you take an action that would provoke an opportunity from a creature, you may initiate this maneuver. That action does not provoke any attacks of opportunity.

    Mocking Dryad Stance
    Dancing Leaf (Stance)
    Level: Swordsage 1, Warblade 1
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    Nothing is more revealing about a foe's combat style than how they miss. By paying careful attention to your foes, you can read their attacks, adapting your defenses appropriately. Whenever an enemy makes a melee attack against you and misses, you may gain a +1 dodge bonus to AC against all melee attacks that enemy makes. You may only have this bonus against one enemy at a time. If you choose to apply it against the attacks of a new enemy, you must give up the bonus to AC against the previous enemy.

    Vigil of Steel
    Dancing Leaf (Counter)
    Level: Swordsage 1, Warblade 1
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    With a watchful eye, you can avoid even sneak attacks and ambushes. Whenever an enemy makes a melee attack against you while you are flatfooted or flanked, you may initiate this maneuver. You gain your Dexterity bonus to AC against that attack, and the enemy making it does not receive any bonuses to the attack if you are flanked, nor do they gain sneak attack or sudden strike damage. This maneuver cannot be used if you are immobilized or unconscious. You may use this maneuver while you are flatfooted, but doing so does not count as an action for purposes of ceasing to be flatfooted.


    2nd level
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    Autumn’s Breath
    Dancing Leaf (Counter)
    Level: Swordsage 2, Warblade 2
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    Moving like a leaf on the wind, you can duck and weave to avoid almost any blow. Whenever an enemy attacks you, before they make the attack roll, you may initiate this maneuver. You gain a +3 dodge bonus to AC against that one attack.

    Turn Back the Wind
    Dancing Leaf (Counter)
    Level: Swordsage 2, Warblade 2
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    With incredible speed, you can catch an arrow or bolt and redirect it, sending it back to strike your foes. Whenever an enemy attacks you with a ranged weapon and misses, you may initiate this maneuver. You may redirect the projectile, attacking any creature with a range equal to the weapon’s range increment. You use the original attack roll to determine if the attack hits its new target, and roll damage as if the weapon had been fired normally. You cannot redirect projectiles whose size is more than one size greater than your own.

    Twilight Ambush
    Dancing Leaf (Strike)
    Level: Swordsage 2, Warblade 2
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature

    You take advantage of your enemies’ mistakes, waiting for them to miss you and them responding with a driving attack. As part of this maneuver, you make a single melee attack against an opponent. If that opponent missed you with a melee attack at any time since the end of your last turn, the attack deals +2d6 damage.

    Whirlwind Gyre
    Dancing Leaf (Counter)
    Level: Swordsage 2, Warblade 2
    Initiation Action: Immediate action
    Range: Melee attack
    Target: One creature

    You can quickly gain the upper hand in combat by taking advantage of the openings in your foe’s defenses when they attack. Whenever an enemy attacks you, you may initiate this maneuver. After they have made their attack, you may attempt to disarm, trip, or feint them. You do not provoke attacks of opportunity if you choose to disarm or trip them.


    3rd level
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    Cloak of Falling Leaves
    Dancing Leaf (Counter)
    Prerequisite: 1 Dancing Leaf maneuver
    Level: Swordsage 3, Warblade 3
    Initiation Action: Immediate action
    Range: Personal
    Target: You
    Duration: 1 round

    With graceful weaving and dodging, you can move with such speed that you appear to not be there. Whenever an enemy attacks you, before they make the attack roll, you may initiate this maneuver. You gain a 20% miss chance from concealment against all attacks for 1 round.

    Creeping Moss Strike
    Dancing Leaf (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Dancing Leaf maneuver
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    With a quick, unexpected attack, you throw a foe off his guard, allowing you to dodge his blows with ease. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, it deals +2d6 damage and you gain a +4 dodge bonus to AC against any melee attack that opponent makes for 1 round.

    Oaken Roots Stance
    Dancing Leaf (Stance)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Dancing Leaf maneuver
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You raise up a powerful defense, a fluid, constantly changing stance that lets you adapt to your enemies. You gain a +1 dodge bonus to AC. Each round you remain in this stance, the bonus to AC increases by one, to a maximum of one-quarter your initiator level, rounded up. The bonus does not increase during rounds not spent in an actual encounter. At the end of an encounter, the bonus falls back to +1.

    Rose’s Thorn Riposte
    Dancing Leaf (Counter)
    Level: Swordsage 3, Warblade 3
    Prerequisite: 1 Dancing Leaf maneuver
    Initiation Action: Immediate action
    Range: Melee attack
    Target: One creature

    You can make an effective if opportunistic counterattack, taking advantage of the momentary opening just after your foe attacks you. Whenever an enemy makes a melee attack against you, you may initiate this maneuver. After they have made their attack, if they are within your reach, you may make a single melee attack against them.


    4th level
    Spoiler
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    Step Past the World
    Dancing Leaf (Counter)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Dancing Leaf maneuver
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    With a calm mind and a serene soul, you can let spells run through you without affecting you, yielding to them in order to overcome them. Just as you might dodge a blade, you can now avoid spells. Whenever an enemy targets you with a spell that allows spell resistance, you may initiate this maneuver. You gain spell resistance equal to 12 plus your initiator level against that one spell.

    Walk the Thorn-Strewn Path
    Dancing Leaf (Counter)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Dancing Leaf maneuver
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    With a surge of adrenaline and a rapid dash, you can throw yourself out of the way of the spell. Whenever an enemy casts a spell that includes you in its area, you may initiate this maneuver. Before the spell is cast, you may move up to half your base land speed, but must end your movement in a square that is adjacent to, but no part of, the spell’s area. If you cannot end your movement in such a square, you cannot move at all. The spell must be one that could damage, harm, or otherwise pose a threat to you.

    Weeping Autumn Leaves
    Dancing Leaf (Counter)
    Level: Swordsage 4, Warblade 4
    Prerequisite: 1 Dancing Leaf maneuver
    Initiation Action: Immediate action
    Range: Personal
    Target: You
    Duration: 1 round

    With elegance and perfection of movement, you can outmaneuver all your foes, effortlessly dodging their attacks. Whenever an enemy attacks you, before they make the attack roll, you may initiate this maneuver. You gain a +6 dodge bonus to AC for one round.


    5th level
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    Heart of Elderwood
    Dancing Leaf (Counter)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Dancing Leaf maneuvers
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    By tapping hidden reserves of inner strength, you can gain a second chance against your foes’ attacks. Whenever you make a save, after you see the result of the roll but before your DM tells you whether you succeeded on the save, you may initiate this maneuver. You may reroll the save, keeping the result of the reroll. If you reroll a Reflex save, you gain a +2 dodge bonus on the rerolled saving throw.

    Mantle of Rose Petals
    Dancing Leaf (Stance)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Dancing Leaf maneuvers
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You adapt a stance ideal for counterattacking, letting you lash out like a skilled opportunist. Whenever an enemy misses you with a melee attack while you are in this stance, they provoke an attack of opportunity from you. However, if you make an attack of opportunity provoked by a miss, you cannot make any immediate actions that round, and if you have already made an immediate action, you cannot make any attacks of opportunity with this stance (you can still make attacks of opportunity provoked normally).

    Phantasmal Elegance
    Dancing Leaf (Counter)
    Level: Swordsage 5, Warblade 5
    Prerequisite: 2 Dancing Leaf maneuvers
    Initiation Action: Immediate action
    Range: 5 ft.
    Target: One creature
    Duration: 1 round
    Saving Throw: Will negates

    You can use such graceful and confusing movements when dodging an attack that your foe’s attention is caught by you, preventing them from acting in combat. Whenever an enemy misses you with a melee attack, you may initiate this maneuver. They must make a Will save, DC 15 + your Wisdom modifier, or be dazed for 1 round.


    6th level
    Spoiler
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    Black Lotus Riposte
    Dancing Leaf (Counter)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Dancing Leaf maneuvers
    Initiation Action: Immediate action
    Range: Melee attack
    Target: One creature

    You can make an effective if opportunistic counterattack, taking advantage of the momentary opening just after your foe attacks you. Whenever an enemy makes a melee attack against you, you may initiate this maneuver. After they have made their attack, if they are within your reach, you may make a single melee attack against them that deals +6d6 damage.

    Dance of Flying Leaves
    Dancing Leaf (Counter)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Dancing Leaf maneuvers
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    With a desperate surge of adrenaline, you can act before your foes. After all initiative rolls have been made, but before any creature acts, you may initiate this maneuver. Your place in the initiative order increases by one, swapping places with the character immediately ahead of you in the initiative order. You may use this maneuver while you are flatfooted, but doing so does not count as an action for purposes of ceasing to be flatfooted.

    Entangling Bramble Strike
    Dancing Leaf (Strike)
    Level: Swordsage 6, Warblade 6
    Prerequisite: 2 Dancing Leaf maneuvers
    Initiation Action: Standard action
    Range: Melee attack
    Target: One creature
    Duration: 1 round

    With a powerful attack, you force your foe onto the defensive, letting you dodge his attacks with ease. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, it deals +6d6 damage and you gain a +8 dodge bonus to AC against any melee attack that opponent makes for 1 round.


    7th level
    Spoiler
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    Mirror of the Soul
    Dancing Leaf (Counter)
    Level: Swordsage 7, Warblade 7
    Prerequisite: 3 Dancing Leaf maneuvers
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    With utter calm and a pure serenity of heart, you can drive a spell back with sheer force of will. Whenever an enemy targets you with a spell, you may initiate this maneuver. You make an initiator level check, opposed by a caster level check from the spell’s caster. If you succeed, that spell rebounds on its caster, as with the spell turning spell. You cannot turn spells with a level greater than half your initiator level, rounded up.

    Pearl of Perfect Grace
    Dancing Leaf (Counter)
    Level: Swordsage 7, Warblade 7
    Prerequisite: 3 Dancing Leaf maneuvers
    Initiation Action: Immediate action
    Range: Personal
    Target: You

    With an almost effortless sidestep and a graceful, weaving pivot, you step just outside the range of an attack, leaving your foe confused and defenseless. Whenever an enemy attacks you, before they make the attack roll, you may initiate this maneuver. That attack automatically misses you. In addition, the enemy that made the attack is flatfooted for 1 round.


    8th level
    Spoiler
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    Rain of Jagged Thorns
    Dancing Leaf (Counter)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Dancing Leaf maneuvers
    Initiation Action: Immediate action
    Range: Melee attack
    Target: One creature

    You retaliate against your foe’s attack with a devastating counter. Whenever an enemy makes a melee attack against you, you may initiate this maneuver. After they have made their attack, if they are within your reach, you may make a single melee attack against them that deals +10d6 damage.

    Walking on the Wind
    Dancing Leaf (Stance)
    Level: Swordsage 8, Warblade 8
    Prerequisite: 3 Dancing Leaf maneuvers
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    With perfect control of your movements, you unlock hidden reservoirs of speed and grace. You gain a +30 ft. enhancement bonus to all movement forms, and a +5 enhancement bonus on all Balance, Climb, Escape Artist, Jump, Swim, and Tumble checks. In addition, you may move unimpeded by obstacles, as the freedom of movement spell. Finally, you may run on walls. You can take part of one of your move actions to traverse a wall or other relatively smooth vertical surface if you begin and end your move on a horizontal surface. The height you can achieve on the wall is limited only by this movement restriction. If you do not end your move on a horizontal surface, you fall prone, taking falling damage as appropriate for your distance above the ground. Treat the wall as a normal floor for the purpose of measuring your movement. Passing from floor to wall or wall to floor costs no movement; you can change surfaces freely. Opponents on the ground can make attacks of opportunity as you move up the wall.


    9th level
    Spoiler
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    Absolute Perfection of Movement
    Dancing Leaf (Counter)
    Level: Swordsage 9, Warblade 9
    Prerequisite: 5 Dancing Leaf maneuvers
    Initiation Action: Immediate action
    Range: Melee attack
    Target: One creature

    You retaliate against your foe’s attack with a devastating counter. Whenever an enemy makes a melee attack against you, before they make the attack roll, you may initiate this maneuver. Their attack automatically misses. if they are within your reach, you may make a single melee attack against them that deals +15d6 damage.
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    RogueGuy

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    Default Re: Perfect Self [3.5 ToB Discipline]

    Quote Originally Posted by Temotei221 View Post
    You should spoiler each level of maneuver.

    Like:
    Good point, done.

    Also, seriously, is it that flawless that people are picking on the format rather than the individual maneuvers?

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    Default Re: Perfect Self [3.5 ToB Discipline]

    Quote Originally Posted by ozgun92 View Post
    Good point, done.

    Also, seriously, is it that flawless that people are picking on the format rather than the individual maneuvers?
    I haven't looked at the maneuvers. It's just bothering me with the formatting. I'll read them later, although the 9th level one looks really strong.
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    Default Re: Perfect Self [3.5 ToB Discipline]

    Hmm looked it over. Seems pretty awesome and I really like some of the manuevers from the discipline.

    I"m a little worried about the level 9 manuever since that could potientially end entire encounters rather quickly, but I'm not that great at balancing.

    Oh and for Disorienting Strike, what's the Save DC for the fort save?

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    Default Re: Perfect Self [3.5 ToB Discipline]

    Quote Originally Posted by ozgun92 View Post
    Also, seriously, is it that flawless that people are picking on the format rather than the individual maneuvers?
    Nope, most people won't even read anything to know if it is any good mechanically if the formatting is really bad.
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    Default Re: Perfect Self [3.5 ToB Discipline]

    Quote Originally Posted by DracoDei View Post
    Nope, most people won't even read anything to know if it is any good mechanically if the formatting is really bad.
    You have a point, I fixed the stuff.

    Oh and for Disorienting Strike, what's the Save DC for the fort save?
    I thought there was a fixed way to get save DCs, guess not, I'll put one in.
    I"m a little worried about the level 9 manuever since that could potientially end entire encounters rather quickly, but I'm not that great at balancing.
    Any self-respecting 20th level melee character will do over 100 damage in a single round. As for against targets above 5 * IL HP, they get two saves to not die, opening the initiator to attacks.

    Also, the ability is supposed to be negated by a Silence spell - I'll put that in.

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    Default Re: Perfect Self [3.5 ToB Discipline]

    Quote Originally Posted by ozgun92 View Post
    I thought there was a fixed way to get save DCs, guess not, I'll put one in.
    Well, it is 10+Maneuver level+ relevant stat modifier...

    You want add the first two terms together yourself. For some reason with ToB stuff it is traditional to spell out the save DC to that extent, where-as it isn't with spells and psionic powers.
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    Default Re: Perfect Self [3.5 ToB Discipline]

    Quote Originally Posted by DracoDei View Post
    Well, it is 10+Maneuver level+ relevant stat modifier...

    You want add the first two terms together yourself. For some reason with ToB stuff it is traditional to spell out the save DC to that extent, where-as it isn't with spells and psionic powers.
    Done & Done.

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    Default Re: Perfect Self [3.5 ToB Discipline]

    You still don't have pre-requisites, or, indeed, most of the headers.
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    Default Re: Perfect Self [3.5 ToB Discipline]

    Quote Originally Posted by DracoDei View Post
    You still don't have pre-requisites, or, indeed, most of the headers.
    This. Use the below as an example.

    Quote Originally Posted by The Demented One
    Adaptive Stratagem
    Scarlet Bravura (Strike)
    Level: Crusader 1, Warblade 1
    Initiation Action: 1 standard action
    Range: Melee attack
    Target: One creature
    Duration: One round

    With a wide, powerful swing, you can knock your foe off balance, leaving them open to attack by your allies. As part of this maneuver, you make a single melee attack against an opponent. If the attack is successful, that foe is thrown off balance. For 1 round, whenever one of your allies attacks that enemy, they gain their choice of a +2 bonus on their attack roll, or +1/initiator level bonus on their damage roll. They must choose which bonus to apply before they make their attack roll.
    Here's a higher-level one:
    Quote Originally Posted by The Demented One
    Headlong Assault
    Scarlet Bravura (Strike)
    Level: Crusader 5, Warblade 5
    Initiation Action: Full round action
    Prerequisite: Two Scarlet Bravura maneuvers
    Range: Melee attack
    Target: One creature
    Duration: One round

    You charge a foe with reckless bravery, leaving it battered and bruised while inspiring your allies. As part of this maneuver, you charge an opponent. If your charge attack hits, it deals an additional 5d6 damage. In addition, any melee attacks made by your allies against that enemy are treated as being made as part of a charge for determining what bonuses (but not penalties) they receive.
    Last edited by Temotei; 2010-01-24 at 01:53 PM.
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    Default Re: Perfect Self [3.5 ToB Discipline]

    You're still working on this, I assume? It still definitely needs fluff, and nobody has really commented on the power of the maneuvers...
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    Default Re: Perfect Self [3.5 ToB Discipline]

    I might be able to go over the maneuvers at greater length later, but for now I'm going to stick to the fluff.

    Namely, I just don't get it. What you've written for fluff so far is really vague and really only amounts to "your mind and body are great" or, I guess, "you are great". The maneuvers don't have any unifying theme either, which further confuses the issue. They offer increased reach, some flight, energy resistance, the ability to kill people by whispering, and the ability to distort reality with your mere presence. What training regime includes all these vastly different techniques? Training your mind and body to perfection doesn't count; it's just way too vague.

    That said, some of the abilities are really neat. You just need to tie it all together somehow.
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