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  1. - Top - End - #1
    Dwarf in the Playground
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    Default "Did you hear it? The voice of the Divine Wind?" [3.5, Discipline, PEACH]

    So, I love all of the homebrew disciplines, some much more so than the ones presented in the Tome of Battle. However, I have noticed something very lacking when looking through the compendium: There are none with Iaijutsu Focus as a key skill, though almost every other skill is used (someone is even trying to use Speak Language). So, after re-reading Samurai Deeper Kyo and consulting my memory of Kenshin, here is what I have come up with:


    Lightless Divine Wind Discipline

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    While Reshar and his temple practiced the art of blade magic, there existed another discipline that had eluded them in their mastery. Indeed, for the clans to the east held a different philosophy than those whom enlisted in the temple. To them, the greatest strike is one that is not seen. Therefore, they practiced until they perfected the means to utilize a single motion to draw a weapon from its sheath, strike with it, and even to re-sheath the weapon before their opponent could even see it. They called this technique the Lightless Divine Wind.

    Lightless Divine Wind's key skill is Iaijutsu Focus, the art of drawing a weapon and striking in one swift motion. Its favored weapons are the Dagger, Bastard Sword, Long Sword, Scimitar, and the Short Sword.

    Because Lightless Divine Wind was never taught at the Temple of the Nine Swords, few, if any, of the adepts know of its existence. This discipline is meant for Sublime Samurai and Sublime Ninja, though it is possible for Swordsages and Warblades to learn these techniques. To do so, the Swordsages and Warblades must give up one discipline from their list at first level and add Lightless Divine Wind to their list of disciplines known. They may also find a master that knows up to at least fifth level maneuvers and must spend time training under them. When the training is complete, they may then learn maneuvers from Lightless Divine Wind, and may then exchange maneuvers and stances known for those of the same level or lower.

    Note: Almost all of these maneuvers have you sheathing your weapon after attacking. This does not provoke attacks so long as it is part of the maneuver, otherwise sheathing your weapon normally provokes.

    Note: Almost all of these maneuvers have you drawing your weapon before striking. This qualifies them for Iaijutsu Focus whenever applicable.

    Maneuver List:

    1st level:
    Divine Wind Barrier Counter Use Iaijutsu Focus in place of reflex save.
    Iaigoshi Stance Draw your weapon with lightning speed.
    Lesser Divine Wind Strike Strike Draw your weapon, strike, and sheath your weapon in one swift motion.
    Mizuchi Boost Strike an opponent with extreme speed.
    Phantasmal Blade Stance Stance Gain +1d6 Skirmish damage.

    2nd level:
    Crimson Mirage Boost Catch opponent off guard with a feint.
    Divine Thunder Sheath Strike Deafen foe with high pitch noise.
    Vermillion Bird Strike Boost Draw your weapon and strike in an instant.

    3rd level:
    Black Turtle Parry Counter Block your foe's weapon with inhuman speed.
    Divine Wind Strike Strike Strike even faster than Lesser Divine Wind Strike.
    Victor of a Thousand Battles Stance Retain your dexterity to AC, even while flatfooted.

    4th level:
    Divine Lightning Blade Counter Strike before your opponent.
    Greater Vermillion Bird Strike Boost Draw, strike, and sheath faster than the eye.
    White Tiger Strike Strike Slice your foe mid-stride.

    5th level:
    Azure Dragon Slash Strike Swing with lightning speed, creating pressure with your sword.
    Lightning Draw Stance Stance Gain bonus to Initiative based on Iaijutsu Focus ranks.
    Wind Shadow Strike Strike Hit with your sword, then follow through with the sheath.

    6th level:
    Greater Divine Wind Strike Strike Attack with inhuman speed.
    True Divine Lightning Blade Counter Strike at the last possible moment.
    True Vermillion Bird Strike Boost Draw and strike twice in an instant.

    7th level:
    Maw of the Azure Dragon Strike Strike your foe several times in the blink of an eye.
    True Azure Dragon Slash Strike Pierce the heavens with your sword.

    8th level:
    Thousand Blade Stance Stance Take any number of attacks of opportunity in a round.
    True White Tiger Strike Strike Strike up to two enemies mid-stride.

    9th level:
    True Divine Wind Strike Strike Attack so fast your foe dies before he falls.

  2. - Top - End - #2
    Dwarf in the Playground
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    Sep 2011

    Default Re: "Did you hear it? The voice of the Divine Wind?" [3.5, Discipline, PEACH]

    1st level
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    Divine Wind Barrier
    Lightless Divine Wind (Counter)
    Level: Ninja 1, Samurai 1
    Initiation Action: Immediate Action
    Range: Personal
    Target: You

    Your cuts with your weapon create an air of calm around you, much like the eye of the storm. You may make an Iaijutsu Focus check in place of a reflex save for one effect.

    Iaigoshi
    Lightless Divine Wind (Stance)
    Level: Ninja 1, Samurai 1
    Initiation Action: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    Dropping in to a crouching stance, you are ready to draw your weapon at a moments notice. You are treated as though you have the Quick Draw feat.

    Lesser Divine Wind Strike
    Lightless Divine Wind (Strike)
    Level: Ninja 1, Samurai 1
    Initiation Action: Standard Action
    Range: Melee Attack
    Target: One Creature
    Duration: Instantaneous

    The basic attack of this discipline, the adepts practice it daily. You draw, strike, and sheath in one swift motion, catching your opponent off guard. If your opponent is flat-footed, or otherwise denied their dexterity bonus to their AC, you gain an additional +1d6 damage on this attack.

    Mizuchi
    Lightless Divine Wind (Boost)
    Level: Ninja 1, Samurai 1
    Initiation Action: Swift Action
    Range: Melee Attack
    Target: One Creature

    You strike with inhuman speed. You may make a single normal attack as a swift action with this maneuver.

    Phantasmal Blade Stance
    Lightless Divine Wind (Stance)
    Level: Ninja 1, Samurai 1
    Initiation Action: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    You watch and wait for when the opponent is off guard, for that is when you strike. While in this stance, you gain an additional +1d6 skirmish damage.


    2nd level
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    Crimson Mirage
    Lightless Divine Wind (Boost)
    Level: Ninja 2, Samurai 2
    Initiation Action: Swift Action
    Range: Melee
    Target: One Creature
    Duration: Until end of turn

    Using your fierce killing intent, you trick your opponent into reacting to an attack that isn't there. Make a feint attempt against a single foe as a swift action. If successful, you may treat the target as flat-footed until the end of your turn.

    Divine Thunder Sheath
    Lightless Divine Wind (Strike)
    Level: Ninja 2, Samurai 2
    Initiation Action: Standard Action
    Range: Melee Attack
    Target: One Creature
    Duration: See text
    Saving Throw: Fortitude Partial

    This technique focuses on sheathing the weapon at the highest possible speed, creating an ear-splitting sound when doing so. After making a normal attack, you sheath your weapon to create a high pitch sound, causing your opponent to make a fortitude save (DC 12 + ability modifier) or become deafened for a number of rounds equal to your dexterity modifier.

    Vermillion Bird Strike
    Lightless Divine Wind (Boost)
    Level: Ninja 2, Samurai 2
    Initiation Action: Swift Action
    Range: Melee Attack
    Target: One Creature

    The speed at which you can draw and attack is remarkable. You may draw your weapon and attack with it as a swift action. If your opponent is flat-footed or otherwise denied their dexterity bonus to AC, you gain an additional +1d6 damage on this attack.


    3rd level
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    Black Turtle Parry
    Lightless Divine Wind (Counter)
    Level: Ninja 3, Samurai 3
    Prerequisite: 1 Lightless Divine Wind Maneuver
    Initiation Action: Immediate Action
    Range: Personal
    Target: You

    You are able to draw your weapon and parry at the last possible moment, surprising your foe and denying their attack. Whenever you are the subject of a melee attack, you may make an Iaijutsu Focus check. If the check is equal to or greater than the attack roll, you successfully negate the attack.

    Divine Wind Strike
    Lightless Divine Wind (Strike)
    Level: Ninja 3, Samurai 3
    Prerequisite: 1 Lightless Divine Wind Maneuver
    Initiation Action: Standard Action
    Range: Melee Attack
    Target: One Creature

    The speed at which you can draw, strike, and sheath your weapon in one seamless movement is becoming that of legends. When using this maneuver, you deal an additional +3d6 damage to the opponent.

    Victor of a Thousand Battles
    Lightless Divine Wind (Stance)
    Level: Ninja 3, Samurai 3
    Prerequisite: 1 Lightless Divine Wind Maneuver
    Initiation Action: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    As one who has survived many battles, you have learned to always be ready for attacks. You retain your dexterity bonus to your AC even while flat-footed, but not while helpless, for as long as you remain in this stance. You are only susceptible to skirmish damage by a character of at least four levels higher than you.


    4th level
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    [B]Divine Lightning Blade[B]
    Lightless Divine Wind (Counter)
    Level: Ninja 4, Samurai 4
    Prerequisite: 1 Lightless Divine Wind Maneuver
    Initiation Action: Immediate Action
    Range: Melee
    Target: One Creature

    You wait until the last possible moment to draw your weapon and strike, catching your opponent off guard. When you are the subject of a melee attack, you may make an Iaijutsu Focus check. If the check is equal to or greater than the attack roll, you negate the attack and may deal normal melee damage to them.

    Greater Vermillion Bird Strike
    Lightless Divine Wind (Boost0
    Level: Ninja 4, Samurai 4
    Prerequisite: 1 Lightless Divine Wind Maneuver
    Initiation Action: Swift Action
    Range: Melee Attack
    Target: One Creature

    You are able to draw, strike, and even sheath your weapon in the blink of an eye. You may make an attack as a swift action as part of this maneuver, dealing an additional +5d6 damage if successful.

    White Tiger Strike
    Lightless Divine Wind (Strike)
    Level: Ninja 4, Samurai 4
    Prerequisite: 1 Lightless Divine Wind Maneuver
    Initiation Action: Full-Round Action
    Range: Melee Attack
    Target: One Creature

    You rush past your opponent, drawing and striking them mid-stride before sheathing your weapon. As part of this maneuver, you may move up to twice your speed and make a single melee attack during this movement. You do not provoke attacks of opportunity from your target due to movement, but you provoke as normal from other creatures. If your opponent is incapacitated due to this attack, they stay standing until you finish your movement and place your weapon fully in its sheath, in which case they then fall to the ground. At the opponents option, they may say final words before falling.


    5th level
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    Azure Dragon Slash
    Lightless Divine Wind (Strike)
    Level: Ninja 5, Samurai 5
    Prerequisite: 2 Lightless Divine Wind Maneuvers
    Initiation Action: Standard Action
    Range: 30ft
    Area: 30ft line
    Duration: Instantaneous
    Saving Throw: Reflex Half

    You slash with such speed and force that your weapon slices through the air. You make a normal melee attack and deal +8d6 damage to all creatures in the line. All creatures in the line must make a reflex save (DC 15 + ability modifier), and take only half damage on a successful save.

    Lightning Draw Stance
    Lightless Divine Wind (Stance)
    Level: Ninja 5, Samurai 5
    Prerequisite: 2 Lightless Divine Wind Maneuvers
    Initiation Action: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    You enter in a stance that allows you to react more quickly to danger. While in this stance, you gain a bonus to your initiative based on your ranks in Iaijutsu Focus.

    {table=head]Ranks|Bonus
    12 or less|+3
    13-17|+4
    18-22|+5
    23+|+6[/table]

    Wind Shadow Strike
    Lightless Divine Wind (Strike)
    Level: Ninja 5, Samurai 5
    Prerequisite: 2 Lightless Divine Wind Maneuvers
    Initiation Action: Standard Action
    Range: Melee Attack
    Target: One Creature

    You draw your weapon and strike, following it by immediately attacking with your weapon's sheath before sheathing your weapon. Make two attacks at your highest base attack bonus and deal normal damage with both attacks +5d6 damage. The sheath deals the same damage as the weapon, except it is bludgeoning damage instead.


    6th level
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    Greater Divine Wind Strike
    Lightless Divine Wind (Strike)
    Level: Ninja 6, Samurai 6
    Prerequisite: 2 Lightless Divine Wind Maneuvers
    Initiation Action: Standard Action
    Range: Melee Attack
    Target: One Creature

    You are now able to draw and strike with inhuman speed, striking your opponent before they have a chance to react. Make an attack as part of this maneuver and deal +9d6 damage on a successful hit.

    True Divine Lightning Blade
    Lightless Divine Wind (Counter)
    Level: Ninja 6, Samurai 6
    Prerequisite: 2 Lightless Divine Wind Maneuvers
    Initiation Action: Immediate Action
    Range: Melee
    Target: One Creature

    You wait until the instant before your opponent strikes before making your own attack. When you are the subject of a melee attack, you may make an Iaijutsu Focus check. If the check is equal to or greater than the attack roll, you negate the attack. In addition, you draw your own weapon and may deal normal damage +5d6 to them. If the square on the opposite side of the target is unoccupied, you may choose to move directly to that square without provoking attacks of opportunity.

    True Vermillion Bird Strike
    Lightless Divine Wind (Boost)
    Level: Ninja 6, Samurai 6
    Prerequisite: 2 Lightless Divine Wind Maneuvers
    Initiation Action: Swift Action
    Range: Melee Attack
    Target: One Creature

    In the blink of an eye, you are able to draw and strike twice. As part of this maneuver, you draw your weapon and make two attacks against the target as a swift action. These attacks are made at your highest attack bonus and deal normal damage. You then sheath your weapon after completing this maneuver.


    7th level
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    Maw of the Azure Dragon
    Lightless Divine Wind (Strike)
    Level: Ninja 7, Samurai 7
    Prerequisite: 3 Lightless Divine Wind Maneuvers
    Initiation Action: Full-Round Action
    Range: Melee Attack
    Target: One Creature

    You are able to strike your opponent so rapidly that it seems as if they are being bitten by a dragon's maw. As part of this maneuver, you make an attack as normal, and if successful may make more attacks at a cumulative -4 penalty (-4 second, -8 third, -12 fourth, etc) until you miss with an attack or your opponent falls unconscious or dies.

    True Azure Dragon Slash
    Lightless Divine Wind (Strike)
    Level: Ninja 7, Samurai 7
    Prerequisite: 3 Lightless Divine Wind Maneuvers
    Initiation Action: Standard Action
    Range: 60ft
    Area: 60ft line
    Duration: Instantaneous
    Saving Throw: Reflex Half

    Your sword cuts are able to pierce the heavens. You deal +12d6 damage to all creatures in a 60ft line. The affected creatures may make a reflex save (DC 17 + ability modifier) for half damage.


    8th level
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    Thousand Blade Stance
    Lightless Divine Wind (Stance)
    Level: Ninja 8, Samurai 8
    Prerequisite: 3 Lightless Divine Wind Maneuvers
    Initiation Action: Swift Action
    Range: Personal
    Target: You
    Duration: Stance

    You enter a stance that allows you to react quickly to any openings presented by your enemies. While in this stance, you may make any number of attack of opportunities in a round. You may only make one attack per action that provokes an attack. You may even draw and sheath your weapon as a free action as part of each attack.

    True White Tiger Strike
    Lightless Divine Wind (Strike)
    Level: Ninja 8, Samurai 8
    Prerequisite: 3 Lightless Divine Wind Maneuvers
    Initiation Action: Full Round Action
    Range: Melee
    Target: Up to Two Creatures

    You rush past your opponents with incredible speed, drawing and striking before they have a chance to react. You may move up to three times your speed as part of this maneuver and may make two attacks that deal +10d6 at any point during this movement. These attacks may be against the same creature or two different creatures. You do not provoke attacks of opportunity from your targets, but you still provoke attacks of opportunity due to movement from everyone else.


    9th level
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    True Divine Wind Strike
    Lightless Divine Wind (Strike)
    Level: Ninja 9, Samurai 9
    Prerequisite: 4 Lightless Divine Wind Maneuvers
    Initiation Action: Standard Action
    Range: Melee Attack
    Target: One Creature
    Saving Throw: Fortitude Partial

    You are able to draw, strike, and sheath before you opponent realizes that they are dead. Make an Iaijutsu Focus check as part of this attack against the target's AC. If it is less than the AC, then you make a normal attack and deal normal damage. If it is equal to or greater than the AC, then you make a normal attack and deal +20d6 damage and the target must make a fortitude save (DC 19 + ability modifier) or die.
    Last edited by GunbladeKnight; 2012-09-23 at 11:16 PM.

  3. - Top - End - #3
    Dwarf in the Playground
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    Default Re: "Did you hear it? The voice of the Divine Wind?" [3.5, Discipline, PEACH]

    Reserved for additional notes or Weapon of Legacy

    Feel free to PEACH or offer suggestions for maneuvers.

  4. - Top - End - #4
    Barbarian in the Playground
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    Default Re: "Did you hear it? The voice of the Divine Wind?" [3.5, Discipline, PEACH]

    After a quick skim, this looks pretty good. A few maneuvers (mostly the lower level boosts that grant additional attacks) feel like they should be a bit higher level, but it's nothing too egregious. I would like if the maneuvers that have you draw or sheathe your weapon were spelled out a little more clearly. A lot of them have that action buried in their descriptive text where it's easy to miss.
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  5. - Top - End - #5
    Bugbear in the Playground
     
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    Default Re: "Did you hear it? The voice of the Divine Wind?" [3.5, Discipline, PEACH]

    Let me know when this is done, I'll add it to the Compendium.
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  6. - Top - End - #6
    Bugbear in the Playground
     
    SwashbucklerGuy

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    Default Re: "Did you hear it? The voice of the Divine Wind?" [3.5, Discipline, PEACH]

    Wow this seems pretty cool!

    I like your take on using Iaijutsu Focus as a basis for this discipline. I still need to look over the details, but I like the concept.

  7. - Top - End - #7
    Bugbear in the Playground
     
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    Default Re: "Did you hear it? The voice of the Divine Wind?" [3.5, Discipline, PEACH]

    This is a pretty awesome Discipline. I do wonder, though, can you make an Iaijutsu Focus check for extra damage on a strike in general, and can you make an Iaijutsu Focus check for extra damage on strikes that require an Iaijutsu Focus check already ? (E.g. Hayashi-san uses True Divine Wind Strike, and succeeds on his normal check for the +20d6 (!) damage, but he also wants to roll for extra damage with Iaijutsu for drawing and attacking and gets a 45 on his check. Would he be dealing +28d6, or only the 20d6?).

    Overall, an awesome idea, and from the Maneuvers I've gotten to see, I definitely want to use it in a campaign.
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  8. - Top - End - #8
    Dwarf in the Playground
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    Default Re: "Did you hear it? The voice of the Divine Wind?" [3.5, Discipline, PEACH]

    Quote Originally Posted by malonkey1 View Post
    This is a pretty awesome Discipline. I do wonder, though, can you make an Iaijutsu Focus check for extra damage on a strike in general, and can you make an Iaijutsu Focus check for extra damage on strikes that require an Iaijutsu Focus check already ? (E.g. Hayashi-san uses True Divine Wind Strike, and succeeds on his normal check for the +20d6 (!) damage, but he also wants to roll for extra damage with Iaijutsu for drawing and attacking and gets a 45 on his check. Would he be dealing +28d6, or only the 20d6?).

    Overall, an awesome idea, and from the Maneuvers I've gotten to see, I definitely want to use it in a campaign.
    When you make the check for the maneuver, if you would qualify for Iaijutsu Focus then you use that roll. Thus, if your opponent is flatfooted and you use True Divine Wind strike, rolling a 45 would net the +28d6. If the opponent is not, then you would only net the +20d6.

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