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2010-01-24, 02:22 AM (ISO 8601)
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Perfect Self [3.5 ToB Discipline]
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Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
Overpowering Strike: (Strike) - Deal +5d10 damage, stun or nauseate enemies.
Take Cover: (Counter) - Gain total cover against one attack.
9th Level
Spoiler
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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2010-01-24, 02:24 AM (ISO 8601)
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Re: Perfect Self [3.5 ToB Discipline]
1st Level Maneuvers
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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
Spoiler
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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2010-01-24, 02:39 AM (ISO 8601)
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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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2010-01-24, 02:53 AM (ISO 8601)
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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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2010-01-24, 02:59 AM (ISO 8601)
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2010-01-24, 03:13 AM (ISO 8601)
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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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2010-01-24, 03:47 AM (ISO 8601)
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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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2010-01-24, 03:49 AM (ISO 8601)
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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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2010-01-24, 03:53 AM (ISO 8601)
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Re: Perfect Self [3.5 ToB Discipline]
Homebrew
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2010-01-24, 05:08 AM (ISO 8601)
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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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2010-01-24, 05:21 AM (ISO 8601)
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Re: Perfect Self [3.5 ToB Discipline]
Homebrew
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2010-01-24, 05:33 AM (ISO 8601)
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2010-01-24, 05:34 AM (ISO 8601)
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Re: Perfect Self [3.5 ToB Discipline]
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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2010-01-24, 10:02 AM (ISO 8601)
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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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2010-01-24, 10:52 AM (ISO 8601)
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Re: Perfect Self [3.5 ToB Discipline]
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
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2010-01-24, 11:03 AM (ISO 8601)
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Re: Perfect Self [3.5 ToB Discipline]
You have a point, I fixed the stuff.
Oh and for Disorienting Strike, what's the Save DC for the fort save?
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.
Also, the ability is supposed to be negated by a Silence spell - I'll put that in.
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2010-01-24, 11:09 AM (ISO 8601)
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Re: Perfect Self [3.5 ToB Discipline]
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
Extended Signature
My Homebrew is meant to be used, but, if you do, PLEASE tell me how it goes.
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2010-01-24, 12:28 PM (ISO 8601)
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2010-01-24, 12:33 PM (ISO 8601)
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Re: Perfect Self [3.5 ToB Discipline]
You still don't have pre-requisites, or, indeed, most of the headers.
[Public Service Announcement]P.E.A.C.H stands for Please Examine And Critique Honestly[/Public Service Announcement]
Currently Running: Equestria Begins (A High Tactics campaign)
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2010-01-24, 01:51 PM (ISO 8601)
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Re: Perfect Self [3.5 ToB Discipline]
Last edited by Temotei; 2010-01-24 at 01:53 PM.
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2010-01-25, 07:14 PM (ISO 8601)
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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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2010-01-25, 08:51 PM (ISO 8601)
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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.