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    Default The Tenth Discipline, the Nine-Petaled Lotus [Epic ToB]

    Quote Originally Posted by The Demented One View Post
    Epic Martial Disciplines

    Epic martial disciplines are the fighting styles of the most powerful warriors and swordsmen in all creation. Powerful secret techniques wielded by gods, archfiends, and epic heroes, they represent the absolute pinnacle of the Sublime Way.

    Learning Epic Martial Disciplines
    Every epic discipline has an epic feat associated with it, called an initiation feat. Once an epic character has taken the initiation feat of a discipline, he gains the ability to learn the maneuvers of that epic discipline. Unlike normal maneuvers, epic maneuvers must be learned individually–each one has a unique XP cost and training time to learn. Learning even a single epic maneuver is an arduous quest for the mightiest of heroes, as they must seek out a master of the discipline to learn it from. Such beings include deities, demon princes, and things far more strange. Without such a mentor, the training time required to learn an epic maneuver is doubled–and even then, the pinnacle maneuver of an epic discipline can never be learned without a mentor. As with normal martial maneuvers, a martial adept must meet certain prerequisite number of maneuvers known from the same discipline to learn epic maneuvers. Each discipline has a single “pinnacle” maneuver, one that requires all other maneuvers of the discipline to be learned before it can be mastered.

    Using Epic Maneuvers
    Epic maneuvers are readied and initiated differently than normal maneuvers. Whenever a martial adept readies his maneuvers, he may choose a single epic martial discipline to ready for that day. Doing so readies all epic maneuvers of that discipline that he has learned. They do not count towards his normal maneuvers readied. Each readied epic maneuver can be initiated once per encounter–they cannot be recovered by any means. The martial adept may enter epic stances of his readied discipline as if they were normal martial stances, save that no ability or effect can ever allow him to gain the benefits of any other or second stance at the same time as he gains the benefits of an epic stance. Epic maneuvers do not have a level, but are treated as being of 10th level for all purposes. The saving throw against an epic maneuver has a DC of 20 + the listed ability modifier, although many epic maneuvers list ways in which their DC can be increased. All epic maneuvers are extraordinary abilities, unless otherwise listed.
    Nine-Petaled Lotus


    Image is credit to ReyalsPathelion of DeviantArt.

    Master of the Lotus [Epic, Initiation]
    You have learned the secrets of the Nine-Petaled Lotus discipline.
    Prerequisites:
    Martial Lore 24 ranks, must possess knowledge of maneuvers from at least five disciplines, must be capable of initiating 9th-level maneuvers of any discipline.
    Benefits: Immediately upon taking this feat, you gain knowledge of one maneuver from each of the Nine Disciplines that you meet the prerequisites for. Thereafter, any time you would learn a single maneuver from one of the Nine Disciplines, you instead learn one maneuver from each of the Nine Disciplines. Characters with this feat may learn maneuvers from the Nine-Petaled Lotus discipline.

    Crystal Lotus Blossom
    Nine-Petaled Lotus (Strike)
    Initiation Action: One standard action
    Range: Melee attack; see text
    Target: See text
    Duration: Instant
    XP Cost: 20,000 XP
    Training Time: 10 days

    In the hands of a true master, a blade is no longer merely a weapon, but the focus for something greater and more powerful.

    As part of this maneuver, you make a single melee attack at your highest attack bonus. If it hits, it deals normal damage and sets up reverberations in the struck foe's body that the adept can trigger at any time as a free action. When triggered, the reverberations deal 1d8 force damage per initiator level to the struck foe. A creature slain by this bonus damage is utterly disintegrated, leaving not so much as a trace of dust behind. Time and distance have no bearing on when this damage may be triggered; the adept simply wills it to happen, and the damage occurs.

    Crystal lotus blossom is a supernatural ability.

    Amethyst Lotus Renewal
    Nine-Petaled Lotus (Counter)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One immediate action
    Range: Personal
    Target: You
    Duration: Instant; see text
    XP Cost: 30,000 XP
    Training Time: 15 days

    As the lotus plucked from its stem withers and dies, so too can a careless master of the Lotus be struck down to experience the final death – and so he does not allow himself to be slain, even when death seems assured.

    You may initiate this maneuver only when you would be reduced to -1 or fewer hitpoints or slain outright. In an instant, you move up to your speed away from the source of your death without provoking attacks of opportunity, causing targeted attacks to miss and potentially moving outside the area of effect of other attacks. Upon conclusion of the movement, you may expend up to five readied and available maneuvers to heal yourself for the maneuver level times your Constitution modifier for each one.

    Synergy: If you initiated a maneuver from one of the Nine Disciplines in the round prior to initiating Amethyst Lotus Renewal, you gain the appropriate following bonus.
    • Desert Wind: You leave behind a thin path of fire in the wake of your movement. At the start of your next turn, the flames explode into life violently, dealing 1d6 fire damage per initiator level to all creatures within 20 feet of any point of the flame trail.
    • Devoted Spirit: You are purged of all negative conditions currently affecting you.
    • Diamond Mind: Up to five expended maneuvers are recovered after you heal.
    • Iron Heart: Add your Constitution score to the amount healed by each expended maneuver.
    • Setting Sun: Until the start of your next turn, you evade all further attacks directed at you and gain a +20 Competence bonus to Reflex saves.
    • Shadow Hand: You leave a perfect clone of your body at the point where you initiated this maneuver and become invisible (as the superior invisibility spell) until the beginning of your next turn, at which point the clone explodes in a vile, cloying mist in a 40 ft. radius. All enemies within the mist take 2d6 points of Strength, Dexterity, and Constitution damage. A successful Fortitude save halves this damage.
    • Stone Dragon: You gain 100 temporary hitpoints, spell resistance equal to 15+ your initiator level, and DR 20/- until the start of your next turn.
    • Tiger Claw: After healing, you may immediately pounce at a foe in range, moving up to your speed and making a single attack at your highest attack bonus, or a pair of attacks if you wield multiple weapons.
    • White Raven: Your allies gain a +50 Morale bonus to any variable numeric effects that heal hitpoints until the start of your next turn.


    If the Desert Wind, Devoted Spirit, or Shadow Hand effects are used, amethyst lotus renewal is a supernatural ability.

    Jade Lotus Dominion
    Nine-Petaled Lotus (Boost)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One swift action
    Range: Personal
    Target: You
    Duration: End of turn
    XP Cost: 30,000 XP
    Training Time: 15 days

    The Way of the Lotus teaches that true strength comes not from one's weapon, but from one's self. Drawing upon this inner strength, a master of the Lotus can turn seemingly inconsequential attacks into bonesplitting blows.

    Until the end of your turn after activating this boost, all of your attacks deal +50 damage.

    Ruby Lotus Counterstrike
    Nine-Petaled Lotus (Counter)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One immediate action
    Range: Personal
    Target: You
    Duration: See text
    XP Cost: 30,000 XP
    Training Time: 15 days

    Attacking a master of the Nine-Petaled Lotus is futility itself, your every stroke only hastening your coming defeat.

    You may initiate this maneuver in response to any incoming physical attack directed at you. Until the start of your next turn, you may expend an available attack of opportunity to unerringly deflect any physical attack away to no effect. There is no limit to the number of attacks you may deflect in this way except your available attacks of opportunity.

    Until the end of the turn in which this maneuver ends, you gain the ability to make a counterstroke at your highest attack bonus as a standard action. The counterstroke deals normal damage, plus 25 for each attack deflected by this maneuver.

    Synergy: If you initiated a maneuver from one of the Nine Disciplines in the round prior to initiating Ruby Lotus Counterstrike, you gain the appropriate following bonus.
    • Desert Wind: Instead of charging the damage to your counterstroke, you may choose to release a blast of flame as each attack is deflected. Each blast of flame unerringly strikes your attacker, dealing 30 searing damage, half of which is fire and half of which is pure unresistible energy.
    • Devoted Spirit: If you successfully hit with the counterstroke, you are healed for an amount equal to the damage dealt.
    • Diamond Mind: At your discretion, you may choose to strike with the counterblow as a full-round action. If you do, the attack is resolved as a touch attack and ignores all miss chances derived from magical effects (including blur, mirror image, invisibility and so on).
    • Iron Heart: If you successfully hit with the counterstroke, you gain a +20 Insight bonus to saving throws for one round.
    • Setting Sun: If you hit with the counterstroke, the struck foe must succeed on a Reflex save or be knocked prone and stunned for 1d4 rounds.
    • Shadow Hand: If you successfully hit with the counterstroke, the struck foe must succeed on a Will save or receive 1 point of strength drain for every 10 points of damage dealt, to a maximum amount of strength drain equal to half your initiator level.
    • Stone Dragon: If you successfully hit with the counterstroke, the struck foe must succeed on a Fortitude save or receive 1 point of constitution drain for every 20 points of damage dealt, to a maximum amount of constitution drain equal to one-third your initiator level (round up).
    • Tiger Claw: If you are wielding more than one weapon, you may move up to your speed without provoking attacks of opportunity and make two counterstrokes instead of one as part of the same standard action. You may move before, during, or after the attacks, divided as you wish. No single creature can be the target of both counterstrokes.
    • White Raven: If you successfully strike your foe with the counterstroke, all allies within line of sight gain a +10 Insight bonus to attacks against the struck foe until the start of your next turn. If you fail to hit with the counterstroke, you instead gain a +20 Insight bonus on the next attack you make against that foe before the end of your next turn.


    If the Desert Wind, Devoted Spirit, or Shadow Hand synergy abilities are used, ruby lotus counterstrike is a supernatural ability.

    Sapphire Lotus Dance
    Nine-Petaled Lotus (Strike)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One full-round action
    Range: Melee attack; see text
    Target: See text
    Duration: Instant
    XP Cost: 30,000 XP
    Training Time: 15 days

    Like the petals of a lotus rustling in the wind, a master of the Lotus flits across the battlefield. Those who stand before him fall before they even know they have been struck.

    As part of this maneuver, you may move up to your speed without provoking attacks of opportunity. You may make a full-attack against each creature you threaten during this movement, and all attacks are made at your highest attack bonus -4. No creature may be the target of more than one full-attack in this fashion.

    White Lotus Victory
    Nine-Petaled Lotus (Boost)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One swift action
    Range: Line of sight
    Target: All allies except you within range
    Duration: See text
    XP Cost: 30,000 XP
    Training Time: 15 days

    As the understanding of the Way of the Lotus brings true enlightenment, so too do flashes of insight create moments of perfect clarity. A master of the Lotus can share this clarity with his allies, turning any battle to their favor.

    When you initiate this maneuver, the next attack each ally makes before the start of your next turn automatically hits, as if the attacker had rolled a natural 20. The attack does not threaten a critical hit, and no other effects of rolling a 20 are gained (vorpal weapons, et cetera).

    Synergy: If you initiated a maneuver from one of the Nine Disciplines in the round prior to initiating White Lotus Victory, you gain the appropriate following bonus.
    • Desert Wind: Each ally that strikes with an attack augmented by this maneuver deals bonus fire damage equal to your initiator level.
    • Devoted Spirit: All affected allies are purged of one random negative condition, as if by a limited version of the heal spell.
    • Diamond Mind: Affected allies also gain a +10 Insight bonus to AC until the start of your next turn.
    • Iron Heart: Affected allies also gain a +10 Insight bonus to saving throws until the start of your next turn.
    • Setting Sun: The first time each affected ally would be struck before the start of your next turn, you may exchange places with them as a free action that may be taken out of turn, provided you are within your movement speed of the attacked ally.
    • Shadow Hand: All enemies within line of sight must succeed on a Will save or cower until the start of your next turn.
    • Stone Dragon: Affected allies gain 100 temporary hitpoints until the start of your next turn.
    • Tiger Claw: All affected allies gain hearing-based blindsight out to 100 feet until the start of your next turn.
    • White Raven: You also gain the effect of this boost.


    If the Desert Wind, Devoted Spirit, or Shadow Hand effects are used, white lotus victory is a supernatural ability.

    Emerald Lotus Bulwark
    Nine-Petaled Lotus (Boost)
    Prerequisite: 2 Nine-Petaled Lotus maneuvers
    Initiation Action: One swift action
    Range: Personal
    Target: You
    Duration: Encounter
    XP Cost: 45,000 XP
    Training Time: 20 days

    As the lotus floats above the water, so too does a master of the Lotus float above the tides of combat. Blades are parried effortlessly, spells are turned aside by force of will alone, all in perfect harmony.

    While emerald lotus bulwark is active, once per round you may choose a single effect targeting you with an attack roll to simply miss. You must use the effect of this boost before learning the outcome of the attack.

    Silver Lotus Kata
    Nine-Petaled Lotus (Stance)
    Prerequisite: 2 Nine-Petaled Lotus maneuvers
    Initiation Action: One swift action
    Range: Personal
    Target: You
    Duration: Stance
    XP Cost: 45,000 XP
    Training Time: 20 days

    A true master of the Lotus flows without thought, moving seamlessly between the poses of offense and defense. All is one in the Way of the Lotus, and so too are the stances of a master brought together to a single point.

    When you enter this stance, you gain the benefits of one known stance from each of the Nine Disciplines of your choice. Even if you do not possess a stance from each of the disciplines, you may not select more than one stance from a single discipline. You may voluntarily end the effects of silver lotus kata as a swift action to recover a number of maneuvers equal to the number of active stances that formed the silver lotus kata.

    If any chosen stance is a supernatural ability, then silver lotus kata is a supernatural ability.

    Golden Lotus Form
    Nine-Petaled Lotus (Strike) [Pinnacle]
    Prerequisite: 8 Nine-Petaled Lotus maneuvers
    Initiation Action: Varies; see text
    Range: Varies
    Target: Varies
    Duration: Instant
    XP Cost: 100,000 XP
    Training Time: 50 days

    The Way of the Lotus teaches that all things are connected, that all Ways are but petals of the same flower. A grandmaster of the Lotus realizes the truth behind these words, and with that truth, achieves the pinnacle of martial potential.

    When you initiate this maneuver, choose a number of known maneuvers with combined levels equal to or less than your initiator level. These maneuvers need not be readied, and if readied, are not expended when you initiate golden lotus form. You may select only a single maneuver from each discipline, and all chosen maneuvers must have the same activation time. You initiate each of the chosen maneuvers simultaneously, choosing the appropriate targets and making the appropriate rolls for each. Any saves or other rolls inherent to the chosen maneuvers remain, and use the normal maneuver level to determine their effects as appropriate. Each of these maneuvers' effects are determined separately and in the order of your choice, but they all occur in the same moment.

    Upon conclusion of this maneuver, all of your expended non-epic maneuvers are immediately refreshed and available for use.

    Golden lotus form may be used to activate boosts, counters, or strike manuevers.
    Last edited by Jarian; 2012-12-05 at 09:40 AM.
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    Default Re: The Tenth Discipline, the Nine-Petaled Lotus [Epic ToB]

    Phew. Finally finished, sort of. Fluff is still missing, but I need sleep, and this should be ready for review in its current state.

    So yeah, epic tome of battle. Have at it, folks.
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    Default Re: The Tenth Discipline, the Nine-Petaled Lotus [Epic ToB]

    First impression: looks nifty. A few questions that arose while reading...

    Some of the maneuvers call for saving throws; what's the key ability score to determine the DCs?

    The Desert Wind version of Ruby Lotus Counterstrike creates a blast of flame instead of the usual; how does that work? Is it an automatic hit, a melee attack, melee touch attack, ranged touch attack, an area effect of some kind? If an area effect, is there a Reflex save?

    As written, I think Golden Lotus Form refreshes itself when used (along with all your other maneuvers); is that intentional?
    Last edited by The_Snark; 2012-12-04 at 06:18 AM.
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    Default Re: The Tenth Discipline, the Nine-Petaled Lotus [Epic ToB]

    Quote Originally Posted by The_Snark View Post
    Some of the maneuvers call for saving throws; what's the key ability score to determine the DCs?
    *snaps fingers*

    I knew I was forgetting something. All of them should be the highest of your mental ability scores.

    The Desert Wind version of Ruby Lotus Counterstrike creates a blast of flame instead of the usual; how does that work? Is it an automatic hit, a melee attack, melee touch attack, ranged touch attack, an area effect of some kind? If an area effect, is there a Reflex save?
    Automatic hit, sort of like having sparks fly back into your face or whatever. I'll clarify that, though.

    As written, I think Golden Lotus Form refreshes itself when used (along with all your other maneuvers); is that intentional?
    Absolutely not. It doesn't work anyway though, since... "Whenever a martial adept readies his maneuvers, he may choose a single epic martial discipline to ready for that day. Doing so readies all epic maneuvers of that discipline that he has learned. They do not count towards his normal maneuvers readied. Each readied epic maneuver can be initiated once per encounter–they cannot be recovered by any means."
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    Default Re: The Tenth Discipline, the Nine-Petaled Lotus [Epic ToB]

    Quote Originally Posted by Jarian View Post
    Absolutely not. It doesn't work anyway though, since... "Whenever a martial adept readies his maneuvers, he may choose a single epic martial discipline to ready for that day. Doing so readies all epic maneuvers of that discipline that he has learned. They do not count towards his normal maneuvers readied. Each readied epic maneuver can be initiated once per encounter–they cannot be recovered by any means."
    Ah! Missed that clause the first time around. You might add something to help clarify it for lazy readers like me; maybe just change the last sentence to read "... all of your expended non-epic maneuvers are immediately refreshed ..." so it's 100% clear.

    It also keeps anyone from arguing that the specific maneuver overrides the general rule; I don't think anyone will seriously try to argue RAW shenanigans with homebrew, but if other people use this then their DMs might not be sure of your intent.

    Other thoughts:

    I really like the synergy bonuses on Amethyst Lotus Renewal, Ruby Lotus Counterstrike, and White Lotus Victory. Question - if you've used maneuvers from multiple disciplines in the last round, say a Diamond Mind boost and a Desert Wind strike, do you gain all the applicable benefits? Does being in a stance count as using a maneuver?

    Silver Lotus Kata is really cool. No questions here, just wanted to mention that.

    I keep wanting to link each of the nine maneuvers to one of the nine disciplines - Amethyst Lotus Renewal to Devoted Spirit because of the healing, Ruby Lotus Counterstrike to Setting Sun because of the redirected force thing, White Lotus Victory to White Raven for obvious reasons, and so on. I'm not sure it really works out, but my subconscious won't stop.
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    Default Re: The Tenth Discipline, the Nine-Petaled Lotus [Epic ToB]

    This is like a baby that I had and couldn't take care of so I had to give it away for adoption, and I have to say, you've raised this kid better than I ever could have. Great job, Jarian.

    And now to pick it to pieces, for the greater good.

    Quote Originally Posted by Jarian View Post
    Master of the Lotus [Epic, Initiation]
    You have learned the secrets of the Nine-Petaled Lotus discipline.
    Prerequisites:
    Martial Lore 24 ranks, must possess knowledge of maneuvers from at least five disciplines, must be capable of initiating 9th-level maneuvers of any discipline.
    Benefits: Immediately upon taking this feat, you gain knowledge of one maneuver from each of the Nine Disciplines that you meet the prerequisites for. Thereafter, any time you would learn a single maneuver from one of the Nine Disciplines, you instead learn one maneuver from each of the Nine Disciplines. Characters with this feat may learn maneuvers from the Nine-Petaled Lotus discipline.
    The second benefit of this feat is huge, and I really like it. By level 21 you've learned most of the really powerful maneuvers that you'll be using consistently in combat; the tons of extras you'll be getting from this feat just give you versatility and variety, which is always excellent.

    Crystal Lotus Blossom

    As part of this maneuver, you make a single melee attack at your highest attack bonus. If it hits, it deals normal damage and sets up reverberations in the struck foe's body that the adept can trigger at any time as a free action. When triggered, the reverberations deal 1d8 force damage per initiator level to the struck foe. A creature slain by this bonus damage is utterly disintegrated, leaving not so much as a trace of dust behind. Time and distance have no bearing on when this damage may be triggered; the adept simply wills it to happen, and the damage occurs.

    Crystal lotus blossom is a supernatural ability.
    I read this and couldn't help but think "whoever wrote the Monk should take notes". I'm not sure how many combat situations will see the user doing anything but activating the damage right away, but the option is still cool to have. I also agree that this should be the first Lotus maneuver learned; after all, big-damage strikes are the one thing shared by all Nine disciplines (you could argue about Setting Sun, I suppose).

    Amethyst Lotus Renewal
    You may initiate this maneuver only when you would be reduced to -1 or fewer hitpoints or slain outright. In an instant, you move up to your speed away from the source of your death without provoking attacks of opportunity, causing targeted attacks to miss and potentially moving outside the area of effect of other attacks. Upon conclusion of the movement, you may expend up to five readied and available maneuvers to heal yourself for the maneuver level times your Constitution modifier for each one.

    Synergy: If you initiated a maneuver from one of the Nine Disciplines in the round prior to initiating Amethyst Lotus Renewal, you gain the appropriate following bonus.
    • Desert Wind: You leave behind a thin path of fire in the wake of your movement. At the start of your next turn, the flames explode into life violently, dealing 1d6 fire damage per initiator level to all creatures within 20 feet of any point of the flame trail.
    • Devoted Spirit: You are purged of all negative conditions currently affecting you.
    • Diamond Mind: Up to five expended maneuvers are recovered after you heal.
    • Iron Heart: Add your Constitution score to the amount healed by each expended maneuver.
    • Setting Sun: Until the start of your next turn, you evade all further attacks directed at you and gain a +20 Competence bonus to Reflex saves.
    • Shadow Hand: You leave a perfect clone of your body at the point where you initiated this maneuver and become invisible (as the superior invisibility spell) until the beginning of your next turn, at which point the clone explodes in a vile, cloying mist in a 40 ft. radius. All enemies within the mist take 2d6 points of Strength, Dexterity, and Constitution damage. A successful Fortitude save halves this damage.
    • Stone Dragon: You gain 100 temporary hitpoints, spell resistance equal to 15+ your initiator level, and DR 20/- until the start of your next turn.
    • Tiger Claw: After healing, you may immediately pounce at a foe in range, moving up to your speed and making a single attack at your highest attack bonus, or a pair of attacks if you wield multiple weapons.
    • White Raven: Your allies gain a +50 Morale bonus to any variable numeric effects that heal hitpoints until the start of your next turn.


    If the Desert Wind, Devoted Spirit, or Shadow Hand effects are used, amethyst lotus renewal is a supernatural ability.
    This is the first synergy maneuver, and I like the way you handled it. It's a strong effect, a 1/combat free pass from dying, but it's an appropriate strength for its level. My only issue is the disparity in the strengths of the synergy effects, which is of course hard to manage. Diamond Mind is very strong, giving you the healing for free or better, whereas White Raven seems to be much more situational, and Tiger Claw just gives you one or two extra basic attacks. Nine separate effects are difficult to balance, of course, but I'll be putting thought into all the synergy maneuvers to see if I can come up with suggestions.

    Jade Lotus Dominion

    Until the end of your turn after activating this boost, all of your attacks deal +50 damage.
    I like your reference to the Jade Throne homebrewed discipline; which is, of course, a very overpowered discipline, with the above maneuver at (I believe) 7th level. As an Epic maneuver, however, I think this kind of damage is appropriate, though I think a bonus to attack (+10 or +15) would also be appropriate.

    Ruby Lotus Counterstrike

    You may initiate this maneuver in response to any incoming physical attack directed at you. Until the start of your next turn, you may expend an available attack of opportunity to unerringly deflect any physical attack away to no effect. There is no limit to the number of attacks you may deflect in this way except your available attacks of opportunity.

    Until the end of the turn in which this maneuver ends, you gain the ability to make a counterstroke at your highest attack bonus as a standard action. The counterstroke deals normal damage, plus 25 for each attack deflected by this maneuver.

    Synergy: If you initiated a maneuver from one of the Nine Disciplines in the round prior to initiating Crimson Lotus Counterstrike, you gain the appropriate following bonus.
    • Desert Wind: Instead of charging the damage to your counterstroke, you may choose to release a blast of flame for each deflected attack. Each blast of flame unerringly strikes your attacker, dealing 30 searing damage, half of which is fire and half of which is pure unresistible energy.
    • Devoted Spirit: If you successfully hit with the counterstroke, you are healed for an amount equal to the damage dealt.
    • Diamond Mind: At your discretion, you may choose to strike with the counterblow as a full-round action. If you do, the attack is resolved as a touch attack and ignores all miss chances derived from magical effects (including blur, mirror image, invisibility and so on).
    • Iron Heart: If you successfully hit with the counterstroke, you gain a +20 Insight bonus to saving throws for one round.
    • Setting Sun: If you hit with the counterstroke, the struck foe must succeed on a Reflex save or be knocked prone and stunned for 1d4 rounds.
    • Shadow Hand: If you successfully hit with the counterstroke, the struck foe must succeed on a Will save or receive 1 point of strength drain for every 10 points of damage dealt, to a maximum amount of strength drain equal to half your initiator level.
    • Stone Dragon: If you successfully hit with the counterstroke, the struck foe must succeed on a Fortitude save or receive 1 point of constitution drain for every 20 points of damage dealt, to a maximum amount of constitution drain equal to one-third your initiator level (round up).
    • Tiger Claw: If you are wielding more than one weapon, you may move up to your speed without provoking attacks of opportunity and make two counterstrokes instead of one as part of the same standard action. You may move before, during, or after the attacks, divided as you wish. No single creature can be the target of both counterstrokes.
    • White Raven: If you successfully strike your foe with the counterstroke, all allies within line of sight gain a +10 Insight bonus to attacks against the struck foe until the start of your next turn. If you fail to hit with the counterstroke, you instead gain a +20 Insight bonus on the next attack you make against that foe before the end of your next turn.


    If the Desert Wind, Devoted Spirit, or Shadow Hand synergy abilities are used, crimson lotus counterstrike is a supernatural ability.
    For the Desert Wind benefit, I would say "as each attack is deflected" or something similar, if you intend for the blasts to be like sparks being struck off hot iron. The Iron Heart ability seems a touch weak, or at least much more situation than the others; perhaps also giving a bonus to hit for the counterstroke? Otherwise, I rather like this counter, even if it's more like a (wait for the pun) counter-strike.

    Sapphire Lotus Dance

    As part of this maneuver, you may move up to your speed without provoking attacks of opportunity. You may make a full-attack against each creature you threaten during this movement, and all attacks are made at your highest attack bonus -4. No creature may be the target of more than one full-attack in this fashion.
    Classy, simple, strong. I would consider removing the penalty to hit and making the full attacks "normal"; what was your reasoning for the blanket penalty?

    White Lotus Victory

    When you initiate this maneuver, the next attack each ally makes before the start of your next turn automatically hits, as if the attacker had rolled a natural 20. The attack does not threaten a critical hit, and no other effects of rolling a 20 are gained (vorpal weapons, et cetera).

    Synergy: If you initiated a maneuver from one of the Nine Disciplines in the round prior to initiating White Lotus Victory, you gain the appropriate following bonus.
    • Desert Wind: Each ally that strikes with an attack augmented by this maneuver deals bonus fire damage equal to your initiator level.
    • Devoted Spirit: All affected allies are purged of one random negative condition, as if by a limited version of the heal spell.
    • Diamond Mind: Affected allies also gain a +10 Insight bonus to AC until the start of your next turn.
    • Iron Heart: Affected allies also gain a +10 Insight bonus to saving throws until the start of your next turn.
    • Setting Sun: The first time each affected ally would be struck before the start of your next turn, you may exchange places with them as a free action that may be taken out of turn, provided you are within 60 feet of the attacked ally.
    • Shadow Hand: All enemies within line of sight must succeed on a Will save or cower until the start of your next turn.
    • Stone Dragon: Affected allies gain 100 temporary hitpoints until the start of your next turn.
    • Tiger Claw: All affected allies gain hearing-based blindsight out to 100 feet until the start of your next turn.
    • White Raven: You also gain the effect of this boost.


    If the Desert Wind, Devoted Spirit, or Shadow Hand effects are used, white lotus victory is a supernatural ability.
    The Shadow Hand ability doesn't seem overly supernatural for this one, but I understand if you want to keep with a theme; it's just that the Tiger Claw blindsight seems more magical than intimidating your foes into cowering. Otherwise, I really like this ability.

    Emerald Lotus Bulwark

    While emerald lotus bulwark is active, once per round you may choose a single effect targeting you with an attack roll to simply miss. You must use the effect of this boost before learning the outcome of the attack.
    This seems to share space with Ruby Lotus Counterstrike, but they're different enough that it shouldn't be too much of a problem. My only other issue is that an encounter-long ability seems much more like a stance than a boost; but then again, this is an Epic boost.

    Silver Lotus Kata

    When you enter this stance, you gain the benefits of one known stance from each of the Nine Disciplines of your choice. Even if you do not possess a stance from each of the disciplines, you may not select more than one stance from a single discipline. You may voluntarily end the effects of silver lotus kata as a swift action to recover a number of maneuvers equal to the number of active stances that formed the silver lotus kata.

    If any chosen stance is a supernatural ability, then silver lotus kata is a supernatural ability.
    This is seriously cool. I don't think that the second sentence is necessary, and it was a bit confusing the first few times I read it; I think the first sentence is more than clear about what this does. I love that this encourages versatility, but is still very strong even if you only know stances from a handful of disciplines. This is truly Epic.

    Golden Lotus Form

    When you initiate this maneuver, choose a number of known maneuvers with combined levels equal to or less than your initiator level. These maneuvers need not be readied, and if readied, are not expended when you initiate golden lotus form. You may select only a single maneuver from each discipline, and all chosen maneuvers must have the same activation time. You initiate each of the chosen maneuvers simultaneously, choosing the appropriate targets and making the appropriate rolls for each. Any saves or other rolls inherent to the chosen maneuvers remain, and use the normal maneuver level to determine their effects as appropriate.

    Upon conclusion of this maneuver, all of your expended non-epic maneuvers are immediately refreshed and available for use.

    Golden lotus form may be used to activate boosts, counters, or strike manuevers.
    Whew. This is fantastic, and powerful, and a true culmination of a Master of Nine's power; and it's also a rules nightmare. What happens if I'm level 27, and I want to activate Time Stands Still, Tornado Throw, and War Master's Charge? This isn't as wonky as some Epic spells out there, but I feel like there needs to be some more clarification about how differnet maneuvers interact with each other.

    Congratulations, Jarian. This one is for the record books.
    Last edited by RaggedAngel; 2012-12-04 at 06:02 PM.
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    Default Re: The Tenth Discipline, the Nine-Petaled Lotus [Epic ToB]

    First off:
    1. Sorry for the late response. I got pulled away earlier today right when I was going to work on this!
    2. Be prepared for a long post.....

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    Quote Originally Posted by Jarian View Post

    Master of the Lotus [Epic, Initiation]
    You have learned the secrets of the Nine-Petaled Lotus discipline.
    Prerequisites:
    Martial Lore 24 ranks, must possess knowledge of maneuvers from at least five disciplines, must be capable of initiating 9th-level maneuvers of any discipline.
    Benefits: Immediately upon taking this feat, you gain knowledge of one maneuver from each of the Nine Disciplines that you meet the prerequisites for. Thereafter, any time you would learn a single maneuver from one of the Nine Disciplines, you instead learn one maneuver from each of the Nine Disciplines. Characters with this feat may learn maneuvers from the Nine-Petaled Lotus discipline.
    Looks good, except for one thing.

    Crusader's require a dip (or the right combination of prestige classes), or two feats (Martial Study x2) in order to take it, while both the Warblade and Swordsage can get in without any feats. (Although I guess you could look at it the opposite way too, the Crusader benefits from this the most in terms of versatility gained).

    Perhaps reduce the requirement to knowledge of maneuvers from four disciplines? That would make it a simple 1 feat tax for the people who don't want to dip or go into a prestige class.

    Crystal Lotus Blossom
    Nine-Petaled Lotus (Strike)
    Initiation Action: One standard action
    Range: Melee attack; see text
    Target: See text
    Duration: Instant
    XP Cost: 20,000 XP
    Training Time: 10 days

    In the hands of a true master, a blade is no longer merely a weapon, but the focus for something greater and more powerful.

    As part of this maneuver, you make a single melee attack at your highest attack bonus. If it hits, it deals normal damage and sets up reverberations in the struck foe's body that the adept can trigger at any time as a free action. When triggered, the reverberations deal 1d8 force damage per initiator level to the struck foe. A creature slain by this bonus damage is utterly disintegrated, leaving not so much as a trace of dust behind. Time and distance have no bearing on when this damage may be triggered; the adept simply wills it to happen, and the damage occurs.


    Crystal lotus blossom is a supernatural ability.
    Interesting! Just as Ragged said, reminds me of the monk's ability .

    I like that this scales with level. No problems with this.

    Amethyst Lotus Renewal
    Nine-Petaled Lotus (Counter)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One immediate action
    Range: Personal
    Target: You
    Duration: Instant; see text
    XP Cost: 30,000 XP
    Training Time: 15 days

    As the lotus plucked from its stem withers and dies, so too can a careless master of the Lotus be struck down to experience the final death – and so he does not allow himself to be slain, even when death seems assured.

    You may initiate this maneuver only when you would be reduced to -1 or fewer hitpoints or slain outright. In an instant, you move up to your speed away from the source of your death without provoking attacks of opportunity, causing targeted attacks to miss and potentially moving outside the area of effect of other attacks. Upon conclusion of the movement, you may expend up to five readied and available maneuvers to heal yourself for the maneuver level times your Constitution modifier for each one.

    Synergy: If you initiated a maneuver from one of the Nine Disciplines in the round prior to initiating Amethyst Lotus Renewal, you gain the appropriate following bonus.
    • Desert Wind: You leave behind a thin path of fire in the wake of your movement. At the start of your next turn, the flames explode into life violently, dealing 1d6 fire damage per initiator level to all creatures within 20 feet of any point of the flame trail.
    • Devoted Spirit: You are purged of all negative conditions currently affecting you.
    • Diamond Mind: Up to five expended maneuvers are recovered after you heal.
    • Iron Heart: Add your Constitution score to the amount healed by each expended maneuver.
    • Setting Sun: Until the start of your next turn, you evade all further attacks directed at you and gain a +20 Competence bonus to Reflex saves.
    • Shadow Hand: You leave a perfect clone of your body at the point where you initiated this maneuver and become invisible (as the superior invisibility spell) until the beginning of your next turn, at which point the clone explodes in a vile, cloying mist in a 40 ft. radius. All enemies within the mist take 2d6 points of Strength, Dexterity, and Constitution damage. A successful Fortitude save halves this damage.
    • Stone Dragon: You gain 100 temporary hitpoints, spell resistance equal to 15+ your initiator level, and DR 20/- until the start of your next turn.
    • Tiger Claw: After healing, you may immediately pounce at a foe in range, moving up to your speed and making a single attack at your highest attack bonus, or a pair of attacks if you wield multiple weapons.
    • White Raven: Your allies gain a +50 Morale bonus to any variable numeric effects that heal hitpoints until the start of your next turn.


    If the Desert Wind, Devoted Spirit, or Shadow Hand effects are used, amethyst lotus renewal is a supernatural ability.
    I like how you've blended the other disciplines into this!

    As written, a Desert Wind user will always hit himself with this maneuver. Perhaps make himself immune to it? A Shadow Hand user also has a chance to hit himself, although he has a choice on whether to remain in the area or not.

    Iron Heart seems to be weak compared to, say, Diamond Mind. Perhaps instead a bonus to attack, damage, and combat maneuver rolls until the end of the next round?

    As Ragged said, Diamond Mind as written makes the healing virtually free. Perhaps instead recover half of the maneuvers, rounded down (minimum 1), and....... I'm drawing blanks here. I'll get back to you on this.

    Setting Sun and Stone Dragon are both defensive, but yet Setting Sun is almost always better. How about instead putting another enemy in the way of the attack? Or even guiding the attack back into the same foe? It seems Setting Sun-ish to me.

    White Raven seems to be situational. Perhaps instead allowing each ally to be "inspired" by your near-death encounter, and making a single melee attack or partial-charge with a bonus to attack and damage rolls?

    I like that Tiger Claw allows you to move twice. Can lead to a tactical advantage.
    Jade Lotus Dominion
    Nine-Petaled Lotus (Boost)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One swift action
    Range: Personal
    Target: You
    Duration: End of turn
    XP Cost: 30,000 XP
    Training Time: 15 days

    The Way of the Lotus teaches that true strength comes not from one's weapon, but from one's self. Drawing upon this inner strength, a master of the Lotus can turn seemingly inconsequential attacks into bonesplitting blows.

    Until the end of your turn after activating this boost, all of your attacks deal +50 damage.
    Like it! Plain and simple.

    Fun Fact:
    A level 47 Swordsage on average would deal very slightly higher damage with the burning blade maneuver, a level 1 maneuver

    Then again, I don't think I've ever played an epic game that high of level..........

    Ruby Lotus Counterstrike
    Nine-Petaled Lotus (Counter)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One immediate action
    Range: Personal
    Target: You
    Duration: See text
    XP Cost: 30,000 XP
    Training Time: 15 days

    Attacking a master of the Nine-Petaled Lotus is futility itself, your every stroke only hastening your coming defeat.

    You may initiate this maneuver in response to any incoming physical attack directed at you. Until the start of your next turn, you may expend an available attack of opportunity to unerringly deflect any physical attack away to no effect. There is no limit to the number of attacks you may deflect in this way except your available attacks of opportunity.

    Until the end of the turn in which this maneuver ends, you gain the ability to make a counterstroke at your highest attack bonus as a standard action. The counterstroke deals normal damage, plus 25 for each attack deflected by this maneuver.

    Synergy: If you initiated a maneuver from one of the Nine Disciplines in the round prior to initiating Ruby Lotus Counterstrike, you gain the appropriate following bonus.
    • Desert Wind: Instead of charging the damage to your counterstroke, you may choose to release a blast of flame as each attack is deflected. Each blast of flame unerringly strikes your attacker, dealing 30 searing damage, half of which is fire and half of which is pure unresistible energy.
    • Devoted Spirit: If you successfully hit with the counterstroke, you are healed for an amount equal to the damage dealt.
    • Diamond Mind: At your discretion, you may choose to strike with the counterblow as a full-round action. If you do, the attack is resolved as a touch attack and ignores all miss chances derived from magical effects (including blur, mirror image, invisibility and so on).
    • Iron Heart: If you successfully hit with the counterstroke, you gain a +20 Insight bonus to saving throws for one round.
    • Setting Sun: If you hit with the counterstroke, the struck foe must succeed on a Reflex save or be knocked prone and stunned for 1d4 rounds.
    • Shadow Hand: If you successfully hit with the counterstroke, the struck foe must succeed on a Will save or receive 1 point of strength drain for every 10 points of damage dealt, to a maximum amount of strength drain equal to half your initiator level.
    • Stone Dragon: If you successfully hit with the counterstroke, the struck foe must succeed on a Fortitude save or receive 1 point of constitution drain for every 20 points of damage dealt, to a maximum amount of constitution drain equal to one-third your initiator level (round up).
    • Tiger Claw: If you are wielding more than one weapon, you may move up to your speed without provoking attacks of opportunity and make two counterstrokes instead of one as part of the same standard action. You may move before, during, or after the attacks, divided as you wish. No single creature can be the target of both counterstrokes.
    • White Raven: If you successfully strike your foe with the counterstroke, all allies within line of sight gain a +10 Insight bonus to attacks against the struck foe until the start of your next turn. If you fail to hit with the counterstroke, you instead gain a +20 Insight bonus on the next attack you make against that foe before the end of your next turn.


    If the Desert Wind, Devoted Spirit, or Shadow Hand synergy abilities are used, ruby lotus counterstrike is a supernatural ability.
    Interesting! Let's take a closer look (This time more organized!):

    Desert wind: If it was only dealing +5 damage over the counterstroke, I wouldn't like it. But it also has the action of freeing up your actions next round, which is very useful I like it.

    Devoted Spirit: Rejuvenation! I like this maneuver. Works well with the previous boost.

    Diamond Mind: Touch attack...... Opens up the power attack feats. Of course you can't leap attack or add anything similar to it though. But it's good as is, the ignoring miss chances is a nice touch.

    Iron Heart: I'll admit, I don't like this either. It seems too defensive. I think what would work well in here, however, is something similar to the Lightning Throw maneuver. Counter strike by throwing a weapon through the enemy!

    Setting Sun: Sounds about right. Nothing really to say about this, other than it fits Setting Sun dead on.

    Shadow Hand: Fits these guys pretty well too! Can you reduce someone to 0 with this?

    Stone Dragon: I see where you were going with this (as there are stone dragon maneuvers that target Con), but.......... I feel as though there could be better. Perhaps smashing the foe into the ground, making the foe immobile until he/she succeeds a str/escape artist check?

    Tiger Claw: This feels a bit too similar to the previous maneuver with synergy.... Perhaps instead a bonus to damage rolls based on the amount of attacks avoided, or a state similar to raging, with benefits depending on how many attacks were avoided?

    White Raven: A dual use attack! I like it, especially where you benefit even if you miss!
    Sapphire Lotus Dance
    Nine-Petaled Lotus (Strike)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One full-round action
    Range: Melee attack; see text
    Target: See text
    Duration: Instant
    XP Cost: 30,000 XP
    Training Time: 15 days

    Like the petals of a lotus rustling in the wind, a master of the Lotus flits across the battlefield. Those who stand before him fall before they even know they have been struck.

    As part of this maneuver, you may move up to your speed without provoking attacks of opportunity. You may make a full-attack against each creature you threaten during this movement, and all attacks are made at your highest attack bonus -4. No creature may be the target of more than one full-attack in this fashion.
    I like it, although just like Ragged, I'm not sure about needing the reduction in attack bonus.
    White Lotus Victory
    Nine-Petaled Lotus (Boost)
    Prerequisite: 1 Nine-Petaled Lotus maneuver
    Initiation Action: One swift action
    Range: Line of sight
    Target: All allies except you within range
    Duration: See text
    XP Cost: 30,000 XP
    Training Time: 15 days

    As the understanding of the Way of the Lotus brings true enlightenment, so too do flashes of insight create moments of perfect clarity. A master of the Lotus can share this clarity with his allies, turning any battle to their favor.

    When you initiate this maneuver, the next attack each ally makes before the start of your next turn automatically hits, as if the attacker had rolled a natural 20. The attack does not threaten a critical hit, and no other effects of rolling a 20 are gained (vorpal weapons, et cetera).

    Synergy: If you initiated a maneuver from one of the Nine Disciplines in the round prior to initiating White Lotus Victory, you gain the appropriate following bonus.
    • Desert Wind: Each ally that strikes with an attack augmented by this maneuver deals bonus fire damage equal to your initiator level.
    • Devoted Spirit: All affected allies are purged of one random negative condition, as if by a limited version of the heal spell.
    • Diamond Mind: Affected allies also gain a +10 Insight bonus to AC until the start of your next turn.
    • Iron Heart: Affected allies also gain a +10 Insight bonus to saving throws until the start of your next turn.
    • Setting Sun: The first time each affected ally would be struck before the start of your next turn, you may exchange places with them as a free action that may be taken out of turn, provided you are within your movement speed of the attacked ally.
    • Shadow Hand: All enemies within line of sight must succeed on a Will save or cower until the start of your next turn.
    • Stone Dragon: Affected allies gain 100 temporary hitpoints until the start of your next turn.
    • Tiger Claw: All affected allies gain hearing-based blindsight out to 100 feet until the start of your next turn.
    • White Raven: You also gain the effect of this boost.


    If the Desert Wind, Devoted Spirit, or Shadow Hand effects are used, white lotus victory is a supernatural ability.
    Another synergy maneuver! Lets see what this has in store, this already has the feel of a White Raven maneuver (not that it's a bad thing):

    Overall: The one problem I have with this is charger/power attacker builds. They have no reason not to power attack at full with this. Then again, this is Epic..... And casters can build demiplanes at will. Why not?

    Desert Wind:So each person basically benefits from a burning blade maneuver -1d6? The only problem I have is that Leading the Charge, a level 1 White Raven stance, also does this (if a bit more situational, but then again this is fire damage, which is commonly resisted. Although then again, they could be used in conjunction with each other...... I'm starting to ramble, aren't I? )..... Perhaps a burning effect that also penalizes the foe (due to pain from the burning)?

    Devoted Spirit: I like this, except maybe some healing if they currently are not affected by some sort of negative effect?

    Diamond Mind: I like this. It fits well.

    Iron Heart: I....... Like this (Betcha thought I would say I didn't )

    Setting Sun: This is good, although I think it would suit it better if it allowed for switching places whenever an ally makes a melee attack. The way it is now, it feels more defender-ish than tactical movement-ish.

    Shadow Hand: I like this. I can see it being supernatural (answering Ragged's point about this above) by projecting a fear aura with you ki.

    Stone Dragon: Good! Fits perfectly.

    Tiger Claw: Slightly more situational, but...... Very good when you need it. If you'd like another idea, perhaps foe's suffer rending damage based on the number of attacks they receive from all allies?

    White Raven: This doesn't quite feel like.... White Raven-ish. I feel as though the boost should empower allies further for White Raven. Perhaps all allies can make a single attack as part of using this maneuver?

    Emerald Lotus Bulwark
    Nine-Petaled Lotus (Boost)
    Prerequisite: 2 Nine-Petaled Lotus maneuvers
    Initiation Action: One swift action
    Range: Personal
    Target: You
    Duration: Encounter
    XP Cost: 45,000 XP
    Training Time: 20 days

    As the lotus floats above the water, so too does a master of the Lotus float above the tides of combat. Blades are parried effortlessly, spells are turned aside by force of will alone, all in perfect harmony.

    While emerald lotus bulwark is active, once per round you may choose a single effect targeting you with an attack roll to simply miss. You must use the effect of this boost before learning the outcome of the attack.
    Oooooooh I love this! It's the classic image, a martial artist who dodges even the best attack a foe's has!

    Silver Lotus Kata
    Nine-Petaled Lotus (Stance)
    Prerequisite: 2 Nine-Petaled Lotus maneuvers
    Initiation Action: One swift action
    Range: Personal
    Target: You
    Duration: Stance
    XP Cost: 45,000 XP
    Training Time: 20 days

    A true master of the Lotus flows without thought, moving seamlessly between the poses of offense and defense. All is one in the Way of the Lotus, and so too are the stances of a master brought together to a single point.

    When you enter this stance, you gain the benefits of one known stance from each of the Nine Disciplines of your choice. Even if you do not possess a stance from each of the disciplines, you may not select more than one stance from a single discipline. You may voluntarily end the effects of silver lotus kata as a swift action to recover a number of maneuvers equal to the number of active stances that formed the silver lotus kata.

    If any chosen stance is a supernatural ability, then silver lotus kata is a supernatural ability.
    I like that you used the term kata instead of form

    I like this! At the level you can get this, it is quite useful! And works quite well, since many stances could be seen as quite weak at this level.

    Golden Lotus Form
    Nine-Petaled Lotus (Strike) [Pinnacle]
    Prerequisite: 8 Nine-Petaled Lotus maneuvers
    Initiation Action: Varies; see text
    Range: Varies
    Target: Varies
    Duration: Instant
    XP Cost: 100,000 XP
    Training Time: 50 days

    The Way of the Lotus teaches that all things are connected, that all Ways are but petals of the same flower. A grandmaster of the Lotus realizes the truth behind these words, and with that truth, achieves the pinnacle of martial potential.

    When you initiate this maneuver, choose a number of known maneuvers with combined levels equal to or less than your initiator level. These maneuvers need not be readied, and if readied, are not expended when you initiate golden lotus form. You may select only a single maneuver from each discipline, and all chosen maneuvers must have the same activation time. You initiate each of the chosen maneuvers simultaneously, choosing the appropriate targets and making the appropriate rolls for each. Any saves or other rolls inherent to the chosen maneuvers remain, and use the normal maneuver level to determine their effects as appropriate. Each of these maneuvers' effects are determined separately and in the order of your choice, but they all occur in the same moment.

    Upon conclusion of this maneuver, all of your expended non-epic maneuvers are immediately refreshed and available for use.

    Golden lotus form may be used to activate boosts, counters, or strike manuevers.
    I agree with Ragged on this. I love this ability, but some clarification could be used.

    But you can't be expected to write this out for every maneuver either.

    The simplest solution I can think of is: The maneuvers are handled sequentially. For example, if say, Time Stands Still, War Master's Charge, and Tornado Throw are all initiated with this, first you preform Time Stands Still, then War Master's Charge, then Tornado Throw. Of course, then each one feels separate rather a combination of teachings, all combine into one magnificent attack.

    Other solution: Conditional combination. By this, I mean the combination is handled depending on how the maneuver attack is done. If all of the maneuvers are strikes that require a single attack, then the single attack possesses all of their effect; if it hits, all of their effects go off. If it doesn't hit, you lose all of their effects.

    This also allows for the combination of maneuvers with different activation times. Say you activate Time Stands Still, Tornado Throw, and Strike of Perfect Clarity. You would move move at twice your land speed, throwing foes multiple times. Each time you did, you could make an attack (up to the amount of attacks you could make with Time Stands Still), and a single one of those attacks could be a Strike of Perfect Clarity, dealing 100 additional damage:

    Example of rules of combination for strikes (I don't think it's really necessary for boosts or counters):
    Spoiler
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    Note: This maneuver's activation action takes the activation time of the longest maneuver you use. In addition, for the purposes of this maneuver, Setting Sun throws(trips) count as attacks. Only the foe thrown suffers the effects of the strike.

    Multiple Attacks: If a maneuver requires you to make multiple strikes, up to each attack can be made with one or more maneuvers, provided the maneuver(s) used require a single attack as part of it's activation. If you use multiple maneuvers that provide multiple attacks, you preform them in order.

    Single Attack: If the maneuver requires a single attack as part of it's activation, it can be made as part of an attack used with any other maneuver. Multiple single attack maneuvers can be stacked onto a single attack.

    Area: If the maneuver targets an area, it may be used as part of an attack used with any other maneuver. However, the creature must be within the area of the maneuver. The maneuver can also be activated independently of any attack or maneuver, as part of this maneuver. A single attack maneuver cannot be combine with an area maneuver for the purposes of affecting all enemies within the area.

    Movement: If the maneuver requires movement or a charge, treat the highest amount of movement granted by any of the maneuvers as the movement required for all maneuvers.


    The above rules should allow for the combining of all strike maneuvers without any problems that I can think of at the top of my head. And it also allows for flexibility. Perhaps you wanted to deal massive damage to a foe, and then toss him around like a rag doll? Initiate a bunch of standard action strikes at the beginning of Tornado Throw, and then start tossing him! Alternatively, you could spread out the strikes among each throw of Tornado Throw, striking the person each time you throw them! C-C-C-Combo!

    Or if you wanted to throw an enemy like a meteor, you could use the Ballista Throw Setting Sun maneuver, and then the Inferno Blast maneuver from Desert Wind, centered on where you threw the enemy!

    I feel like like there should be an exception for Lightning Throw and the area clause, but...... I don't know. I mean, you are throwing your weapon at them...... What do you think?

    Overall Thoughts: I like what you've done here. I really do. It gives the martial classes something to really look forward to in epic.
    Last edited by bindin garoth; 2012-12-05 at 11:53 PM. Reason: Slight change to rules
    homebrew

    Interesting Stuff: Spellshapers, Metroid as Incarnum



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