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    Default Lunar Spirit (Martial Discipline)

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    Image found here on [url=http://gidunnow.deviantart.com/art/Moon-warrior-277038388Deviant Art[/url].

    Lunar Spirit Discipline:
    Magic and the sword, many see these two skills as inherently opposed. It is not that way with everyone, for there are those who seek through self-perfection to understand the way magic flows through the world. Their crescent blades emulate the moon as it first appears in its rebirth, even as their martial skill focuses them and brings them into tune with the world. They do not learn the sheer mastery of magical force of a wizard, nor the potent powers evoked by a sorcerer, but their blade magic allows them to tap into that power at an even more primal level. Once the sword style practiced by the militant arm of a god of magic’s sect, the Lunar Spirit discipline has since spread far, even if it has remained relatively rare.
    At 1st level a swordsage, crusader, wildwood knight, or any other maneuver initiating class with a good justification may exchange access to any one discipline other than Stone Dragon to gain access to the Lunar Spirit discipline. If they do so they lose the skill associated with their abandoned discipline as a class skill (unless it was the class skill for another of their disciplines), and gian Spellcraft as a class skill. In addition an argent blade normally has access to the Lunar Spirit discipline.
    The associated skill for Lunar Spirit is Spellcraft. Its discipline weapons are: Sickle, Kukri, Heavy Sickle, Scythe, Scimitar, Falchion, Khopesh. All maneuvers of the Lunar Spirit discipline are Supernatural in nature as they tap into the flow of magical energy in the world.

    Maneuvers by Level:
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    1st:
    Luna’s Shielding Favor: Counter; take penalty to your next save to grant an ally a bonus.
    Mage’s Eyes: Stance; Spellcraft allows you to see magic.
    Moon Between the Clouds: Strike; attack dazzles target.
    Moon’s Phantasm: Boost; illusion flanks with you.

    2nd:
    Grasp the Reflection: Strike; make an incorporeal touch attack.
    Moonbolt Blade: Strike; make melee attack as a ray.

    3rd:
    Eclipse Glare: Stance; gain Strength damaging gaze.
    Fickle Favor Lost: Strike; ignore DR and hardness, deal +2d6 damage, and strip target of DR temporarily.
    Luna’s Blessed Aegis: Counter; gain SR against one effect.

    4th:
    Anchoring Strike: Strike; attack prevents teleportation.
    Moonlit Hunter’s Strike: Strike; attack deals +4d6 damage and strips target of critical hit immunity.

    5th:
    Beshadowed Moon Blade: Strike; attack deals +4d6 damage and blinds target.
    Flicker Step: Stance; teleport your speed as a move action.
    Moonlight Escape: Counter; teleport after taking damage from an attack.

    6th:
    Spell Breaker Edge: Counter; counterspell spell or spell-like ability targeting you.
    Spellrending Edge: Strike; melee attack also performs targeted dispel on target.

    7th:
    Spell Suppressant Edge: Strike; attack creates an antimagic field around target for 1 round.
    World Ravaging Light: Strike; Melee touch attack at a distance deals +10d6 + Int extra damage.

    8th:
    Distorting Presence of the Twisted Moon: Stance; gain aura that hinders spell casting.
    Moon Shadow’s Curse: Boost; your melee attacks give your targets an array of penalties.
    Sweeping Void: Strike; strike all enemies within 30-ft.

    9th:
    Flashing Eclipse Strike: Strike; Strike deals +10d6 damage and inflicts penalty to enemy defenses and actions for 1 round.
    Last edited by Zaydos; 2012-08-24 at 04:46 PM.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

  2. - Top - End - #2
    Titan in the Playground
     
    Zaydos's Avatar

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    Default Re: Lunar Spirit (Martial Discipline)

    Maneuvers by Level
    1st:
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    Luna’s Shielding Favor:
    Lunar Spirit (Counter)
    Level: 1
    Initiation Action: Immediate
    Range: 15-ft
    Target: 1 creature
    Duration: Until end of turn.
    Your spiritual energy extends from your body forming an intangible shield around an ally. You suffer a penalty up to your initiator level on all saving throws until the start of your next turn and the target gains a bonus equal to your penalty +1 (so if you took a -0 they’d gain +1, if you took a -17 they’d gain a +18) to their next saving made before the start of your next turn.

    Moon Between the Clouds:
    Lunar Spirit (Strike)
    Level: 1
    Initiation Action: Standard.
    Range: Melee attack
    Target: 1 creature
    Your blade flashes a bright silver as you cut in at your opponent. As part of this maneuver make a single melee attack. On a hit the target takes normal damage and is dazzled for 1 minute. On a miss the target is dazzled for 1 round.

    Moon Phantasm:
    Lunar Spirit (Boost)
    Level: 1
    Initiation Action: Swift.
    Range: 30-ft
    Effect: One phantasmal copy of yourself.
    Duration: End of turn.
    A replica of your appears beside a foe, threatening it and impeding their defense. You conjure an illusory image replicating yourself adjacent to an enemy within 30-ft. This image threatens all creatures adjacent to it, allowing you or allies to use it to aid in flanking. It takes no actions and cannot make attacks of opportunity. At the end of your turn it vanishes.


    2nd:
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    Grasp the Reflection:
    Lunar Spirit (Strike)
    Level: 2
    Initiation Action: Standard.
    Range: Melee attack
    Target: 1 creature
    Your blade flickers between reality and phantasm. As part of this maneuver make a single melee attack. This attack is treated as an incorporeal touch attack (you still add your Strength to hit and damage, though), overcomes damage reduction as if magic, and may strike incorporeal and ethereal creatures as if they were fully corporeal.

    Moonbolt Blade:
    Lunar Spirit (Strike)
    Level: 2
    Initiation Action: Standard
    Range: 100-ft
    Effect: A ray
    Target: 1 living creature
    Your blade flickers and shimmers as you slash the air sending out a beam of energy to strike your opponent. When you initiate this maneuver make a ranged touch attack. This attack is considered to be made with any one melee weapon you are holding, although the attack is still considered ranged (therefore abilities that only apply to melee attacks do not function) and you may use either Dexterity or Intelligence to hit with this attack. You do not add Strength to damage with the attack, but may instead add Intelligence to damage; even if wielded two-handed or in an off-hand you add your normal Intelligence modifier and not a multiplication thereof.


    3rd:
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    Fickle Favor Lost:
    Lunar Spirit (Strike)
    Level: 3
    Prerequisites: 1 Lunar Spirit maneuver
    Initiation Action: Standard.
    Range: Melee attack
    Target: 1 creature
    Your blade cuts through the greatest of defenses, stripping them from the target in the process. As part of this maneuver make a single melee attack which deals +2d6 damage and ignores all DR and hardness. In addition if you hit the target loses any DR except DR/- until the end of your next turn.

    Luna’s Blessed Aegis:
    Lunar Spirit (Counter)
    Level: 3
    Prerequisites: 1 Lunar Spirit maneuver
    Initiation Action: Immediate.
    Range: Personal
    Target: You.
    Duration: See below.
    Your body and soul are reinforced by the blessing of the moon, granting you a fleeting resistance and resilience to magical effects. You may only initiate this maneuver when you’d be affected by a spell or effect which allows for magic resistance. You gain SR 15 + your character level against that effect.


    4th:
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    Anchoring Strike:
    Lunar Spirit (Strike)
    Level: 4
    Prerequisite: 2 Lunar Spirit Maneuver.
    Initiation Action: Standard.
    Range: Melee attack
    Target: 1 creature
    The edge of your sword carries a metaphysical weight to it as you strike. As part of this maneuver make a single melee attack, any creature struck by this attack is unable to teleport or travel intradimensionally for 1d4 rounds in addition to taking damage as normal.

    Moonlit Hunter Strike:
    Lunar Spirit (Strike)
    Level: 4
    Prerequisite: 2 Lunar Spirit Maneuver.
    Initiation Action: Standard.
    Range: Melee attack
    Target: 1 creature
    As part of this maneuver make a single melee attack. This attack deals +4d6 damage and if you hit the target loses any fortification and/or immunity to critical hits (including that granted by type) for 1 round.


    5th:
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    Beshadowed Moon’s Blade:
    Lunar Spirit (Strike)
    Level: 5
    Prerequisites: 2 Lunar Spirit maneuvers.
    Initiation Action: Standard.
    Range: Melee attack
    Target: 1 creature
    Your sword seems to darken, shadows forming around it, as you infuse it with the power of the new moon. As part of initiating this maneuver make a single melee attack. This attack deals +4d6 damage and if it hits the target must make a Fort save (DC 15 + your Int modifier) or be blinded for 1 round.

    Moonlight Escape:
    Lunar Spirit (Counter)
    Level: 5
    Prerequisites: 2 Lunar Spirit maneuvers.
    Initiation Action: Immediate
    Range: See below
    Target: You
    Duration: Instantaneous.
    Flickering like a ray of ghostly light you vanish reappearing some distance away. You may only initiate this maneuver in response to having taken 1 or more points of lethal damage. You teleport up to your speed (any movement type) in any direction. You may bring up to your maximum heavy load (lift over head) in objects, and do not require line of sight or effect as long as the area is unoccupied (if the area is occupied you are shunted to the nearest unoccupied space within range).


    6th:
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    Spell Breaker Edge:
    Lunar Spirit (Counter)
    Level: 6
    Prerequisites: 2 Lunar Spirit maneuvers
    Initiation Action: Immediate.
    Range: Personal
    Target: 1 spell.
    Your sword flashes with the silvery light of the moon as you cleave through the onrushing magic coming at you. You may only initiate this maneuver when a spell is cast, or spell-like ability is activated, which includes you amongst its targets or area of effect. Make a melee attack roll with a melee weapon you are currently wielding, replacing your Str (or Dex) modifier with your Intelligence modifier. If your total is 11 + CL of the spell or higher the spell is countered.

    Spell Rending Edge:
    Lunar Spirit (Strike)
    Level: 6
    Prerequisites: 2 Lunar Spirit maneuvers
    Initiation Action: Standard.
    Range: Melee attack
    Target: 1 creature
    Your sword gleams silvern as you cut at the threads of magic in front of you. As part of this maneuver you may attempt to dispel any or all spells on the target as if you had cast a targeted Dispel Magic on the target. For the purposes of this effect you use your IL as your CL and there is no cap to your CL on the Dispel Check. Regardless of the results of the dispel check(s) you still make a normal melee attack after the dispel attempt.


    7th:
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    Spell Suppressant Edge:
    Lunar Spirit (Strike)
    Level: 7
    Prerequisites: 3 Lunar Spirit maneuvers.
    Initiation Action: Standard.
    Range: Melee attack
    Target: 1 creature
    Your weapon becomes a disruptive force on the flow of magic in the world. As part of initiating this maneuver make a single melee attack. On a hit the attack does damage as normal and the target is surrounded by a personal sized anti-magic field for 1 round.

    World Ravaging Light:
    Lunar Spirit (Strike)
    Level: 7
    Prerequisites: 3 Lunar Spirit maneuvers
    Initiation Action: Full-Round Action.
    Range: 1000-ft.
    Target: 1 creature.
    You raise your weapon high, the silver light of the moon concentrating and building within its blade. Like a bolt of lightning the mystical energy streaks from your weapon to strike at your foe. As part of this maneuver make a melee touch attack, ignoring concealment and cover less than total, against any target within 1000-ft. If you hit deal normal damage as if you had struck them in melee with your melee weapon, and deal an additional +10d6 damage + your Intelligence modifier.


    8th:

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    Moon Shadow’s Curse:
    Lunar Spirit (Boost)
    Level: 8
    Prerequisites: 3 Lunar Spirit maneuvers
    Initiation Action: Swift.
    Range: Personal
    Target: You.
    Duration: End of turn.
    You fill your weapons with the power of the Solar eclipse, causing each strike to bring calamity to those struck. Until the end of your turn each opponent you strike in melee gets a -1 penalty to one of (your choice) AC, saving throws, attack rolls, caster level checks, or ability and skill checks for 1 round. If you hit an opponent multiple times these penalties stack.

    Sweeping Void:
    Lunar Spirit (Strike)
    Level: 8
    Prerequisites: 3 Lunar Spirit maneuvers.
    Initiation Action: Standard
    Range: 30-ft
    Area: 30-ft emanation centered on self
    [b]Saving Throw]/b]: Reflex halves.
    Raising your weapon high you release not the silvery radiance of the shining moon but the devastating power of the void. As part of this maneuver you make a single attack roll and black energy shoots out from your blade striking through the area. You may specifically choose for it not to affect certain creatures, and any creature which you do not exempt takes damage as if struck by your (including Str, feats, and magical properties of that weapon) +4d6 extra damage. Creatures are allowed a Reflex save (DC = your attack roll) for half damage.



    9th:
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    Flashing Eclipse Strike:
    Lunar Spirit (Strike)
    Level: 9
    Prerequisites: 4 Lunar Spirit maneuvers.
    Initiation Action: Standard.
    Range: Melee attack
    Target: 1 creature
    Your blow carries the power of the lunar eclipse, your sword’s edge cutting not only the target but the strands of fate surrounding them. As part of this strike make a single melee attack against 1 creature. If you hit the attack deals +10d6 untyped damage and the target suffers a -10 on saving throws, AC, attack rolls, caster level checks, ability and skill checks for one round. If you miss the target still takes 10d6 untyped damage and the target suffers a -5 on saving throws, AC, attack rolls, caster level checks, ability and skill checks for 1 round. A successful Will save (DC 19 + your Int) reduces the penalty by 5, but has no effect on the damage.


    Stances:
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    1st:
    Mage’s Eyes:
    Lunar Spirit (Stance)
    Level: 1
    Initiation Action: Swift.
    Range: Personal
    Target: You.
    Duration: Stance.
    Your eyes shift and shimmer, like the bright glow of the full moon. While in this stance you can see the flow of magic, replicating certain spells based upon your ranks in Spellcraft.
    {table=header]Ranks|Bonus
    1-10| Detect Magic
    11-20| Arcane Sight
    21+| Greater Arcane Sight[/table]

    3rd:
    Eclipse Glare:
    Lunar Spirit (Stance)
    Level: 3
    Prerequisites: 1 Lunar Spirit maneuver
    Initiation Action: Swift.
    Range: Personal
    Target: You.
    Duration: Stance.
    You tap into the endless energy of the solar eclipse, taking on a visage of its restless power. Your eyes turn black, save for a corona of angry gold at the edges. While in this stance you gain a gaze attack. Any non-allied creature within 30-ft of you that meets your gaze (as per standard rules for gaze attacks) must make a Will save (DC 13 + your Int modifier) or take 2 Strength damage.

    5th:
    Flicker Step:
    Lunar Spirit (Stance)
    Level: 5
    Prerequisites: 2 Lunar Spirit maneuvers
    Initiation Action: Swift.
    Range: Personal
    Target: You.
    Duration: Stance.
    You tone into the flows of energy, the instantaneous movement of the arcane powers of the moon. While in this stance you can teleport up to your speed as a move action.

    8th:
    Distorting Presence of the Twisted Moon:
    Lunar Spirit (Stance)
    Level: 8
    Prerequisites: 3 Lunar Spirit maneuvers
    Initiation Action: Swift.
    Range: Personal
    Target: You.
    Duration: Stance.
    Your entire body burns with silvery radiance, bathing the area around you in light. While in this stance you produce bright light out to 60-ft, which overcomes magical darkness as a 4th level spell, and shadowy out to twice that distance. In addition anyone else who attempts to cast a spell or use a spell-like ability within 60-ft of you has a 20% chance of their spell failing; this increases to 30% for arcane spells.
    Peanut Half-Dragon Necromancer by Kurien.

    Current Projects:

    Group: The Harrowing Halloween Harvest of Horror Part 2

    Personal Silliness: Vote what Soulknife "Fix"/Inspired Class Should I make??? Past Work Expansion Caricatures.

    Old: My homebrew (updated 9/9)

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