A Monster for Every Season: Summer 2
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    Firbolg in the Playground
     
    Temotei's Avatar

    Join Date
    Nov 2008
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    Default Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    Volitant Feather

    When the Temple of the Nine Swords fell and the survivors scattered, a great bird watched. Observing the many different ways of fighting, it adapted these styles to its own movements, graceful and fluttering, but violent and composed. It left the Temple and called upon Ziz, its god. Ziz answered this call and allowed the great bird entry into the Temple in the Sky. Ziz listened to its story. For one full day he contemplated its meaning. The great bird waited for Ziz's bidding: "Find the one called Reshar. Ask unto him for aid in developing this style. It shall be used to protect my wards and everything in my domain. Such is my decree." The great bird bowed and left the Temple in the Sky and found Reshar, old, but alive. The man at first reached for a blade, but then relaxed and approached the great bird. He listened to the bird and together, they developed the Volitant Feather discipline for humankind and bird-kind alike.

    The Volitant Feather discipline's associated skill is Balance, as controlled movement is the focus. The associated weapons of the Volitant Feather discipline are the dagger, lance, rapier, shortspear, short sword, and spear.

    Because the Volitant Feather discipline was never taught widely at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. Only swordsages and warblades can learn maneuvers from the Volitant Feather discipline. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Volitant Feather discipline at character creation, you simply replace one discipline that adept could normally learn maneuvers from with the Volitant Feather discipline.

    The other way is to seek out a master of the Volitant Feather discipline—a martial adept capable of using at least 5th-level maneuvers from the discipline and to learn Volitant Feather from that source. You must train for a month under the master, or spend a month in research, and spend 1,000 XP at the end of your training. You gain the ability to learn maneuvers from the Volitant Feather discipline. In addition, you may exchange your maneuvers known for maneuvers of the Volitant Feather discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal. The difficulty of finding an appropriate mentor or text is left to the DM to choose.

    Maneuver List

    1st Level
    Double Peck: Strike – Make an extra attack at a -4 penalty.
    Firm Advance: Rush – Make a Balance check in place of a Tumble check.
    Fluttering Wings: Stance – Gain a bonus to speed when an attack misses.
    Lift-Off: Boost – Gain a bonus to Jump checks.
    Wing Bat: Counter – Return an attack of opportunity.

    Spoiler
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    Double Peck
    Volitant Feather (Strike)
    Level: Swordsage 1, Warblade 1
    Initiation Action: Standard action
    Range: Melee attack
    Target: One target
    Duration: Instantaneous

    As part of this maneuver, you make two attacks against an opponent. The second attack is made with a -4 penalty.

    Firm Advance
    Volitant Feather (Rush)
    Level: Swordsage 1, Warblade 1
    Initiation Action: Move action
    Range: Personal
    Target: You
    Duration: Instantaneous

    As part of this maneuver, you make a Balance check in place of a Tumble check. In addition, you may move at your full speed instead of half your speed with this Balance check at no penalty.

    Fluttering Wings
    Volitant Feather (Stance)
    Level: Swordsage 1, Warblade 1
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    As long as you remain in this stance, you use the momentum generated by your opponent's missed blows to propel yourself forward. Any time a damaging attack misses you, you gain a bonus to your speed for 3 rounds, determined by your ranks in Balance. This bonus can be applied twice; each time it is applied, the duration is renewed. If any more attacks miss during this time, the duration is renewed, but no extra bonus is gained.

    Balance Ranks Speed Bonus
    0-5 +10 feet
    6-11 +20 feet
    12-17 +30 feet
    18-23 +40 feet
    23+ +50 feet

    Lift-Off
    Volitant Feather (Boost)
    Level: Swordsage 1, Warblade 1
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: End of turn

    For a moment, you feel wings on your back and you believe you can fly. You gain a bonus to Jump checks for the rest of the round based on your ranks in Balance.

    Balance Ranks Jump Bonus
    0-5 +5
    6-11 +10
    12-17 +20
    18-23 +30
    23+ +40

    Wing Bat
    Volitant Feather (Counter)
    Level: Swordsage 1, Warblade 1
    Initiation Action: Immediate action
    Range: Personal
    Target: You
    Duration: Instantaneous

    Deftly dodging your foe's blade, you quickly shove your own weapon at it in counter. If an attack of opportunity you provoke misses you, you may make an attack against the same opponent.


    2nd Level
    Achill Challenge: Boost – Challenge a foe to attack.
    Cloud Step: Rush – Move and create a vision-obscuring cloud.
    Falling Talon: Strike – Attack at the end of a fall.
    Freedom of the Partridge: Boost – Gain bonuses to air movement.

    Spoiler
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    Achill Challenge
    Volitant Feather (Boost) [Fear, Mind-Affecting]
    Level: Swordsage 2, Warblade 2
    Initiation Action: Swift action
    Range: 30 ft.
    Target: One target
    Duration: End of turn
    Saving Throw: Will negates; see text

    You scream at a foe, challenging it to attack. You make an attack roll opposed by a single target's Will save. If your attack result is higher than the target's Will save result, you force it to attack you and it is shaken for 1 round. If the target is unable to attack you, it moves as close as possible. If the target is immune to fear or mind-affecting effects, it becomes sickened instead.

    Cloud Step
    Volitant Feather (Rush)
    Level: Swordsage 2, Warblade 2
    Initiation Action: Move action
    Range: Personal
    Target: You
    Duration: Instantaneous; see text

    As part of this maneuver, you move up to your speed. Any squares you pass through are covered in mist for 2 rounds, providing concealment to any creature within. Movement provokes attacks of opportunity as usual.

    Falling Talon
    Volitant Feather (Strike)
    Level: Swordsage 2, Warblade 2
    Initiation Action: Standard action
    Range: Melee attack
    Target: One target
    Duration: Instantaneous

    Plummeting toward your prey, you drive your attack forward to use the fall to your advantage. After falling at least 10 feet, you make an attack against a target as you land. You take falling damage as normal. This attack deals additional damage equal to half this falling damage.

    Freedom of the Partridge
    Volitant Feather (Boost)
    Level: Swordsage 2, Warblade 2
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: End of turn

    The spirit of the partridge flows through you. For the duration of this maneuver, you gain several bonuses to air movement. First, if you have a fly speed, your maneuverability improves by one step. Second, you do not take falling damage (though for the purposes of falling talon's additional damage, you may pretend you would take falling damage). Finally, during jumps and while falling, you keep your Dexterity bonus to AC unless it would be denied in some other fashion (e.g. feinting).


    3rd Level
    Clipping: Strike – While in the air, send others in the air to the ground.
    Eyes of Prey: Stance – Gain several vision bonuses.
    Peck-Rebound: Strike – Make an attack, move 10 feet.
    Raptor Dash: Rush – Deal damage to obstacles while moving.

    Spoiler
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    Clipping
    Volitant Feather (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisites: One Volitant Feather maneuver
    Initiation Action: Standard action
    Range: 15 ft.
    Area: Cone-shaped burst
    Duration: Instantaneous
    Saving Throw: Reflex partial; see text

    As part of this maneuver, you can bring down adversaries in the air as long as you, too, are in the air. All enemies in the directed cone are subject to a DC 13 + Dex modifier Reflex save. If they fail, they fall to the ground, prone, and take falling damage. If they succeed, they fall 20 feet. If this would bring a creature to the ground, they land safely.

    Eyes of Prey
    Volitant Feather (Stance)
    Level: Swordsage 3, Warblade 3
    Prerequisites: One Volitant Feather maneuver
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    As long as you remain in this stance, your vision improves phenomenally. You gain a bonus on Search and Spot checks equal to your initiator level, superior low-light vision, and darkvision out to 120 feet. In addition, you gain uncanny dodge, as the rogue class feature, owing to your clarity of vision and lack of blurring while moving your head. Finally, you can see through clouds, fog, and almost any other sort of grit or airborne particles as easily as if the impediment weren't there. You can still see the clouds or fog as a ghostly outline, however.

    Peck-Rebound
    Volitant Feather (Strike)
    Level: Swordsage 3, Warblade 3
    Prerequisites: One Volitant Feather maneuver
    Initiation Action: Standard action
    Range: Melee attack
    Target: One target
    Duration: Instantaneous; see text

    With a poke forward and a step back, you stay out of danger while keeping enemies in danger. As part of this maneuver, you make an attack. After the attack is resolved, you can take a 10-foot step. This acts exactly like a 5-foot step, except it doesn't count against your 5-foot step for the round. After this movement, you gain a +2 dodge bonus to AC for 1 round.

    Raptor Dash
    Volitant Feather (Rush)
    Level: Swordsage 3, Warblade 3
    Prerequisites: One Volitant Feather maneuver
    Initiation Action: Move action
    Range: Personal
    Target: You
    Duration: Instantaneous

    As part of this maneuver, you move up to your speed. You may move through creatures' squares as part of this movement. Doing so deals 2d6 damage to each of the creatures you pass as you slash, peck, and simply dash so fast you tear an opponent's skin off. This movement does not provoke attacks of opportunity.


    4th Level
    Driving Peck: Strike – Make an attack from afar.
    Flock's Freedom: Boost – All nearby allies gain bonuses to air movement.
    V Formation: Rush – You, all nearby allies, and all nearby enemies move to fit a V formation.

    Spoiler
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    Driving Peck
    Volitant Feather (Strike)
    Level: Swordsage 4, Warblade 4
    Prerequisites: One Volitant Feather maneuver
    Initiation Action: Standard action
    Range: Variable; see text
    Target: One target
    Duration: Instantaneous

    You lean forward to strike with your weapon as the air around it splits to hit a target fiercely. You make a melee attack with this maneuver made at a range based on your Balance ranks. The attack also gains a bonus to hit and on damage based on Balance ranks.

    Balance Ranks Range Bonus Attack/Damage Bonus
    0-5 +5 feet +1
    6-11 +10 feet +2
    12-17 +15 feet +3
    18-23 +20 feet +4
    23+ +25 feet +5

    Flock's Freedom
    Volitant Feather (Boost)
    Level: Swordsage 4, Warblade 4
    Prerequisites: One Volitant Feather maneuver
    Initiation Action: Swift action
    Range: 20 ft.
    Area: All allies in a 20-ft.-radius burst centered on you
    Duration: End of turn

    The spirit of the partridge flows through you and your allies. For the duration of this maneuver, everyone gains several bonuses to air movement. First, anyone with a fly speed has their maneuverability improved by one step. Second, no one takes falling damage. Finally, during jumps and while falling, everyone keeps their Dexterity bonus to AC unless it would be denied in some other fashion (e.g. feinting).

    V Formation
    Volitant Feather (Rush)
    Level: Swordsage 4, Warblade 4
    Prerequisites: One Volitant Feather maneuver
    Initiation Action: Move action
    Range: 40 ft.
    Area: All allies and enemies in a 40-ft.-radius burst centered on you
    Duration: Instantaneous
    Saving Throw: Will save negates (harmless)

    As part of this maneuver, you call to your allies to fall into formation. All willing allies within range arrange into a V formation, with the tip of the V being you. In addition, you may attempt to move enemies into V formation as well, targeting a single enemy within range to be the tip of the V. This movement takes no action on either allies' or enemies' parts and no attacks of opportunity are provoked for this movement.


    5th Level
    Dive Bomb: Strike – Leap and attack.
    Raptor Crush: Rush – Deal damage to obstacles and disorient creatures while moving.
    Unshakable Flap: Stance – Become immune to slowing effects and gain movement abilities.

    Spoiler
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    Dive Bomb
    Volitant Feather (Strike)
    Level: Swordsage 5, Warblade 5
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Standard action
    Range: Jump range; see text
    Target: One target
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text

    As part of this maneuver, you make a Jump check to leap into the air and dive at an opponent within the range of your jump, making a single attack that deals +2d8 damage. In addition, the opponent must make a Fortitude save of DC 15 + Dex modifier or become stunned for 1 round. If the enemy is immune to stunning but not to dazing, it becomes dazed on a failed save instead. You can choose to end your movement from the jump in any square surrounding the target enemy. This maneuver may also be made while flying with a range up to double your fly speed.

    Raptor Crush
    Volitant Feather (Rush)
    Level: Swordsage 5, Warblade 5
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Move action
    Range: Personal
    Target: You
    Duration: Instantaneous
    Saving Throw: Fortitude partial; see text

    As part of this maneuver, you move up to your speed. You may move through creatures' squares as part of this movement. Doing so deals 4d6 damage to each of the creatures you pass as you slash, peck, and simply dash so fast you tear an opponent's skin off. In addition, any enemy you pass by is sickened for 1 round unless it succeeds on a Fortitude save of DC 15 + Dex modifier. This movement does not provoke attacks of opportunity.

    Unshakable Flap
    Volitant Feather (Stance)
    Level: Swordsage 5, Warblade 5
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Swift action
    Range: Personal
    Target: You
    Duration: Stance

    You are not phased by any sort of movement-impairing effects as you gracefully move around the battlefield. While you remain in this stance, you gain a number of benefits. First, you become immune to any effect that would slow your speed, including difficult terrain and weather effects. Second, once per round, you can avoid an attack of opportunity when you provoke one. Third, each round in which you move, you gain a +2 dodge bonus to AC and on Reflex saves. Finally, if you are targeted by an enemy attack, you are able to take flight for 1 round with a speed of 60 feet with good maneuverability. If you already have a fly speed, you gain a +10-foot bonus to it and your maneuverability improves by one step (minimum good). This flight doesn't allow you to avoid the attack in question—it simply allows you to fly after it has been resolved.


    6th Level
    Drill Peck: Strike – Make multiple attacks, punctuated by a powerful final strike.
    Flock's Flight: Boost – Grant flight to all nearby allies.
    Keen-Eyed Strike: Strike – Make a special melee touch attack.

    Spoiler
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    Drill Peck
    Volitant Feather (Strike)
    Level: Swordsage 6, Warblade 6
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Full-round action
    Range: Melee attack
    Target: One target
    Duration: Instantaneous

    With the persistence of a woodpecker you strike at a single opponent more times than it can count. Make a full attack twice. Each attack deals half damage. At the end of this flurry, you make one final attack that deals double damage at your full attack bonus. This attack can have one side effect from the following tacked on: bull rush, disarm, feint, sunder, or trip. None of these effects provoke attacks of opportunity and your opponent cannot act beyond defending against these side effects.

    Flock's Flight
    Volitant Feather (Boost)
    Level: Swordsage 6, Warblade 6
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Swift action
    Range: 20 ft.
    Area: All allies in a 20-ft.-radius burst centered on you
    Duration: End of turn

    When you initiate this maneuver, you and your allies can take flight for 1 round with a speed of 60 feet and good maneuverability. If anyone already has a fly speed, they gain a +10-foot bonus to it and their maneuverability improves by one step (minimum good). In addition, flying together keeps your flock in top form, granting a +4 dodge bonus to AC to everyone for the duration.

    Keen-Eyed Strike
    Volitant Feather (Strike)
    Level: Swordsage 6, Warblade 6
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Standard action
    Range: Melee attack
    Target: One target
    Duration: Instantaneous
    Saving Throw: Fortitude negates; see text

    You make a single melee touch attack, striking true. This attack ignores all effects that would impair your ability to hit the target except ability score penalties, size penalties to attack, and the target's touch AC. In addition, the critical threat range of your weapon doubles and its critical multiplier increases by 1. Finally, if you land a critical hit with this strike, the target must make a Fortitude save of DC 16 + Dex modifier or be dazed for 1 round.


    7th Level
    Feather Trail: Rush – Leave a trail of feathers to grant speed while moving.
    Highwind: Strike – Disallow enemy flight in a large radius.
    Wing of Ziz: Counter – Protect an ally within range from a single harmful effect.

    Spoiler
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    Feather Trail
    Volitant Feather (Rush)
    Level: Swordsage 7, Warblade 7
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Move action
    Range: Personal
    Target: You
    Duration: Instantaneous; see text

    As part of this maneuver, you move up to your speed. This movement does not provoke attacks of opportunity. In each square you pass through, you drop a single feather, each of which lasts until the end of your next turn. If you or an ally move through any of those squares and pick up the feather left behind (a free action), you can instantly move 10 feet (which can allow you to pick up more feathers, each of which allow you to move 10 feet) in any direction as a free action. Each feather picked up grants a +2 bonus to attacks, damage, AC, Reflex saves, Balance, Jump, and Tumble for 1 round. This bonus stacks if more than one feather is picked up. Going upward by picking up a feather allows the carrier to hover at that height for 1 round.

    Highwind
    Volitant Feather (Strike)
    Level: Swordsage 7, Warblade 7
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Standard action
    Range: 60 ft.
    Area: All foes in a 60-ft.-radius burst centered on you
    Duration: Instantaneous; see text

    You create powerful downward winds that force all flying enemies within 60 feet to fall to the ground instantly. You and your allies may remain flying. These winds disappear at the end of your next turn. Enemies take falling damage when they hit the ground.

    Wing of Ziz
    Volitant Feather (Counter)
    Level: Swordsage 7, Warblade 7
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Immediate action
    Range: 30 ft.
    Target: One harmful effect
    Duration: Instantaneous

    Ziz charges you to protect your birds--your allies--and grants you the power to do so. If an ally within 30 feet is targeted by a harmful effect, you may shield that ally from the effect by making an attack roll. If the harmful effect is an attack, you make an opposed attack roll. If the harmful effect is a targeted effect or spell (other than a touch spell), you make an attack roll against the saving throw DC of the effect. If it has no saving throw DC, make your attack against 10 + spell level + foe's primary ability modifier. If the effect has no spell level, your DM determines its effective spell level for the purpose of this maneuver. You gain a +2 sacred bonus on your attack roll. If you succeed in defending your ally, Ziz rewards you, granting you a +2d6 sacred bonus to attack and damage on your next attack made within 1 round.


    8th Level
    Falling Tears of the Phoenix: Stance – You and nearby allies heal every round and avoid death while your Volitant Feather maneuvers burn.
    Zhu's Exile: Strike – Send target to extradimensional pocket.

    Spoiler
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    Falling Tears of the Phoenix
    Volitant Feather (Stance)
    Level: Swordsage 8, Warblade 8
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Swift action
    Range: 20 ft.
    Area: All allies in a 20-ft. radius centered on you
    Duration: Stance

    While you remain in this stance, you adopt the movements of a phoenix. Magical tears douse the ground beneath your feet, granting fast healing 5 to you and all allies within 20 feet. In addition, if you or an ally die while you are in this stance, you may end its effects to restore yourself or that ally as an immediate action. This heals the target by twice your initiator level. A single creature can only be restored in this manner once per day. Whenever you execute a Volitant Feather rush while in this stance, you may choose to leave behind burning tears that turn every square you pass through into difficult terrain for 1 round. This difficult terrain also deals 2d6 fire damage if a creature ends its turn on it. Finally, whenever you execute a Volitant Feather strike while in this stance, you may choose to change any damage you deal to fire damage. If you do so, the strike deals an additional 1d6 fire damage.

    Zhu's Exile
    Volitant Feather (Strike)
    Level: Swordsage 8, Warblade 8
    Prerequisites: Two Volitant Feather maneuvers
    Initiation Action: Standard action
    Range: Melee attack
    Target: One target
    Duration: Instantaneous
    Saving Throw: Will partial; see text

    As part of this maneuver, you make a melee touch attack. If it succeeds, you send the target to an extradimensional pocket unless it succeeds on a Will save of DC 18 + Dex modifier. The target returns in 1d6 minutes. If the target succeeds on this saving throw, it is nauseated for 1 round from its body being wrenched between planes before settling back. A target sent to an extradimensional pocket can still act normally. Escaping the extradimensional pocket is impossible without very powerful magic, however, such as a wish or miracle spell. If the target is under the effects of a dimensional anchor or other such effect, it automatically succeeds on its Will save.


    9th Level
    Featherdance: Strike – Attack in a large radius, rise up while knocking enemies prone.

    Spoiler
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    Featherdance
    Volitant Feather (Strike)
    Level: Swordsage 9, Warblade 9
    Prerequisites: Three Volitant Feather maneuvers
    Initiation Action: Full-round action
    Range: 40 ft.
    Area: All foes within a 40-ft.-radius burst centered on you
    Duration: Instantaneous

    As part of this maneuver, you make one attack against all enemies within range, dealing +5d8 damage on each attack. At the end of this series of attacks, you kick off the ground, forcing all enemies you hit with this maneuver prone and allowing you to rise up to 200 feet. After rising, you can balance on the currents of air to effectively fly by making a DC 15 Balance check. Each round, the DC of this check rises by 2. When you fail a check or choose to go down, you do not take falling damage (though for the purposes of falling talon's additional damage, you may pretend you would take falling damage), but instead land gently on your feet, though you fall at full speed.
    Last edited by Temotei; 2014-04-09 at 08:46 PM.
    Homebrew
    Please feel free to PM me any thoughts on my homebrew (or comment in the thread if it's not too old).

  2. - Top - End - #2
    Firbolg in the Playground
     
    Temotei's Avatar

    Join Date
    Nov 2008
    Location
    Minnesota
    Gender
    Male

    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    Items

    Skybane

    Skybane is a rather large mithral cloud-white lance. The guard for the wielder's hand is shaped like a cloud.

    Nonlegacy Game Statistics: +1 mithral lance; Cost 4,510 gp; Weight 5 lb.

    Omen: Whenever Skybane comes into contact with water, it absorbs it and swells. This does not change Skybane's weight, though it does turn it a dark grey color. After 1 minute or upon striking a target, the water is released, either dousing the ground beneath the wielder's feet or dousing the target hit. As well, when sunlight hits Skybane, the lance turns the many colors of a sunset.

    History: Some worshipers of Ziz believe that Skybane was created and used by the King of Birds himself. Others scowl and scoff at this claim, positing that if Ziz needs a job done, he doesn't need weapons and he wouldn't use them if he did, for his domain is of protection, not destruction. (DC 15)

    Fly, doves! Fly, crows! Fly, birds of the sky! Find me a champion so that he may carry out my will. And when this champion has been found, bring him to the Temple in the Sky. The champion shall touch the egg! The champion shall become one with the egg! The champion shall be the one to awaken my charge! (DC 18; Flight of Destiny)

    A champion was found. Pyrava, Lady of the Wing, Defender of the Sky, arrived with the birds who found her at Ziz's Temple in the Sky. Together, they gained passage and entered the temple. Ziz asked Pyrava if she was ready to give her life to the sky. She replied, "My life is the sky, m'lord Ziz." As a thousand birds sent themselves into the freedom of afterlife, Pyrava bowed and went forth into the flames of the egg, now high after consuming so many spirits. She did not scream, but instead smiled as she chanted, her voice slowly swelling in volume and pride, "Let my blood and skin boil and form clouds; let my organs dissolve and feed these wards of Ziz for all of their afterlives; let my sacrifice be for the good of all the sky; let my life be FOR THE SKY!" (DC 25; The Flames of Sacrifice)

    The flaming golden egg in the Temple in the Sky was not always an egg. Once, it was a unique and powerful phoenix with power rivaling Ziz's own named Simurgh. She longed to be Queen of Birds alongside Ziz. When the Wing Protector refused her wing, she screamed and tears flowed in a torrent, flooding the skies and drowning many of Ziz's wards. In one of Ziz's few bouts of rage, he struck Simurgh down to the desert, where harsh winds and sunlight beat down on her dying body for a fortnight, after which she turned to ash so that she might revive, healthy once more. Ziz would not allow a killer of his kin to continue on. In one swift flap of his wings, an ocean was displaced onto the ashes, washing them away. In their place, an egg, flaming and golden, was found. Ziz recognized this as the phoenix's innocence lost. He took the egg back to the Temple in the Sky and studied and nurtured it over time. After many years, a hero explorer flew up as high as he could to find the unusual cloud defending Ziz's temple. He called out, asking what creature ruled. Ziz answered with a breath of wind which parted the cloud. Upon entering the Temple in the Sky, the explorer saw the egg. He was entranced by its beauty and wondered why such a wondrous thing would be sitting alone in the clouds with no one to watch over it. Just before he was to touch the egg, Ziz spoke to him. "Do not touch the egg, for you shall surely perish if you do. It is a dangerous thing and it is mine to keep safe from the world, and mine to keep the world safe from it." "How could such a beautiful object be dangerous?" answered the explorer. "You do not show yourself; surely, you are a coward and ugly. How could you judge beauty?" Thusly, the explorer attempted to pick up the egg and was summarily burned and then melted on the spot. His remains sat liquidated on the floor of Ziz's temple for a full minute before the egg glowed brightly and fire once more engulfed the body. This time, the flames created instead of destroyed. Where a man once stood, a lance took its place. Skybane was born. (DC 31; Tears of the Phoenix)

    Legacy Rituals: Three rituals are required to unlock all the abilities of Skybane.

    Flight of Destiny: You must fly into the sky and rest on a cloud for 1 day, trusting that Ziz will not let you fall. No skill or ability checks are necessary to rest on a cloud; you must have faith in Ziz even more than in yourself. Cost: 1,500 gp. Feat Granted: Least Legacy (Skybane).

    The Flames of Sacrifice: You must set yourself on fire in the name of sacrifice. This sacrifice could be of any kind, though it must be for a good cause. You must remain on fire for 5 minutes. Even if you are immune to damage from being on fire, you take damage from this. Cost: 13,000 gp. Feat Granted: Lesser Legacy (Skybane).

    Tears of the Phoenix: You must seek out a phoenix and get it to shed a tear. Upon watching the tear drop, call out to Ziz with these words: "The tear drops, and you are forgiven." Cost: 39,000 gp. Feat Granted: Greater Legacy (Skybane).

    ———Personal Costs———
    Wielder Level Attack Penalty Will Save Penalty Hit Point Loss Legacy Abilities
    5th — — — Double peck
    6th -1 — — Supreme balance +2
    7th — -1 2 +1 eager mithral lance
    8th — — 2 Falling talon
    9th — — — Supreme balance +4
    10th — -2 — +2 eager mithral lance
    11th — — 2 Wings of eternity
    12th — — — Supreme balance +6
    13th — — — +3 eager mithral lance
    14th -2 — — Strike charge
    15th — — 2 Drill peck, supreme balance +8
    16th — -3 — +3 charging eager mithral lance
    17th — — 2 Rush charge
    18th — — — Supreme balance +10
    19th — — — +4 charging eager mithral lance
    20th — -4 2 Simurgh Reborn

    Legacy Weapon Abilities
    All of the following are legacy abilities of Skybane.

    Double Peck: When you first unlock the least legacy abilities of skybane at 5th level, you can use the double peck maneuver 5 times per day, as if you knew it. If you already know double peck, you only take a -2 penalty on your second attack made with the maneuver.

    Supreme Balance: At 6th level, Skybane grants you the balance of a master acrobat. You gain a competence bonus to Balance checks made while in a Volitant Feather stance equal to the amount shown on the table above.

    Falling Talon: Upon reaching 8th level, you can use the falling talon maneuver 5 times per day, as if you knew it. If you already know falling talon, you deal an additional 2d6 damage if you hit with your attack.

    Wings of Eternity (Su): At 11th level, you can grow and retract wings at will, which allow you to fly. Your fly speed is 60 feet and you have good maneuverability.

    Strike Charge: Upon attaining 14th level, you can initiate a strike at the end of a charge. Your attack bonus from charging is improved to +4.

    Drill Peck: At 15th level, you can use the drill peck maneuver 5 times per day, as if you knew it. If you already know drill peck, you deal an additional 1d8 damage on each attack and can move to any square within 10 feet of the target you are striking after initiating it.

    Rush Charge: Upon reaching 17th level, you can initiate a rush while charging.

    Simurgh Reborn (Su): At 20th level, you can feel the spirit of Simurgh awakening within Skybane. Once per day, you can take in the spirit of Simurgh, granting you a +6 sacred bonus to all ability scores. In addition, you gain a breath attack that deals 15d10 fire damage that you can use every 1d4 rounds. A successful Reflex save of DC 10 + 1/2 class levels + Con modifier halves this damage. Furthermore, once per round after initiating a Volitant Feather maneuver, you are able to shed a phoenix tear, healing all allies within 20 feet for 4d8 points of damage. Finally, you can end this symbiosis early as a free action, dealing 4d6 fire damage per round given up to all enemies within 60 feet. Simurgh's spirit lasts with you for 5 rounds + 1 round for every Volitant Feather maneuver you initiate while the symbiosis is active, to a maximum of 10 rounds (1 minute).

    Volitant Feather Wings

    The Volitant Feather wings are another variant of the crown of White Ravens. They are as white as snow and fit gently onto any creature's back, taking up the shoulders magic item slot just like a cloak. They constantly flap lightly while a feather drops occasionally, immediately replaced. Most wings have a symbol of a bird flying in front of and blotting out the sun near where they fit onto the wearer's back.

    Faint divination (novice), moderate divination (scholar), or strong divination (master); CL 5th (novice), 10th (scholar), or 15th (master); Craft Wondrous Item, knowledge of a maneuver from the Volitant Feather discipline; price 3,000 gp (novice), 15,000 gp (scholar), or 45,000 gp (master); 1,500 gp + 120 XP (novice), 7,500 gp + 600 XP (scholar), or 22,500 gp + 1,800 XP (master).
    Last edited by Temotei; 2021-04-01 at 01:32 PM.
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  3. - Top - End - #3
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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    Feats

    Cloud Warrior [Tactical]
    You are a cloud warrior, defender of the skies and upholder of Ziz's ideals.
    Prerequisites: Favorable Wind Aura, base attack bonus +6, two Volitant Feather maneuvers.
    Benefit: The Cloud Warrior feat enables the use of three tactical options.
    Cloudfall: To use this option, you must move 10 feet due to initiating a Volitant Feather rush and succeed on a DC 20 Balance check. If this check succeeds, you may rise 5 feet x the level of the rush initiated into the air and then immediately drop onto an opponent within 20 feet, knocking the opponent prone unless it succeeds on a Reflex save of DC 10 + level of rush initiated + Dex modifier. If the target was already prone, you can attempt a coup-de-grace against it as a standard action even if it isn't a valid target for a coup-de-grace.
    Mercy of Ziz: To use this option, you must deal damage with a Volitant Feather strike. You may choose to deal +1d4 damage per 2 levels of the strike (minimum +1d4) and make all damage dealt nonlethal.
    Sky's Retribution: To use this option, you must hit a foe who has taken nonlethal damage with a Volitant Feather strike. You convert all nonlethal damage the target has suffered to lethal damage. If you deal at least 10 points of damage with this conversion, you knock the target prone unless it succeeds on a Reflex save of DC 10 + level of initiated strike + Dex modifier.

    Favorable Wind Aura
    The Volitant Feather discipline favors mobility and grace. In line with these strengths, favorable winds follow your every step.
    Prerequisites: One Volitant Feather stance.
    Benefit: When you are in a Volitant Feather stance, wind seems to push you forward and back as would favor you, granting you and all adjacent allies a +5-foot bonus to all speeds. Furthermore, while you wield one of the Volitant Feather discipline's preferred weapons, you gain a +1 bonus to Reflex saves.

    Wings of Fury
    You cast swift judgment on those who would defy the sky.
    Prerequisite: Dex 13, one Volitant Feather strike.
    Benefit: When you use a Volitant Feather strike, you may create a powerful gust of wind in a 20-foot radius centered on the strike's target for 1 round. You are immune to all effects of this wind. The wind's strength is determined by the level of the strike that creates it.

    Strike Level Wind Speed
    1-2 25 mph
    3-4 40 mph
    5-6 60 mph
    7-8 120 mph
    9 240 mph
    Last edited by Temotei; 2014-04-09 at 08:43 PM.
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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    Monsters

    Hawk of Achill
    Colossal Magical Beast
    Hit Dice 40d10+440 (660 hp)
    Speed 40 ft. (8 squares), fly 200 ft. (good)
    Initiative: +12
    Armor Class 42 (-8 size, +8 Dex, +30 natural, +2 insight), touch 12, flat-footed 34
    Base Attack/Grapple +40/+72
    Attack Talon +48 melee (3d6+16)
    Full-Attack 2 talons +48 melee (3d6+16) and bite +48 melee (3d8+8) and wing slam +48 melee (4d6+8)
    Space 30 ft.; Reach 20 ft.
    Special Attacks Diving strike barrage, screaming challenge, spell-like abilities
    Special Qualities Damage reduction 20/-, darkvision 120 ft., fast healing 20, golden plumage, infinite memory, journey guide, keen eye, immunity to petrification, Phidippidean flyer, planar messenger, resistance to acid 20 and cold 20 and electricity 20 and fire 20 and sonic 20, spell resistance 50, superior low-light vision, Volitant Feather mastery
    Saves Fort +32, Ref +32, Will +22
    Abilities Str 42, Dex 27, Con 30, Int 37, Wis 24, Cha 21
    Skills Balance +51, Concentration +23, Diplomacy +35, Knowledge (arcana) +96, Knowledge (architecture and engineering) +96, Knowledge (dungeoneering) +96, Knowledge (geography) +96, Knowledge (history) +∞, Knowledge (local) +96, Knowledge (nature) +96, Knowledge (nobility and royalty) +96, Knowledge (religion) +96, Knowledge (the planes) +96, Intimidate +48, Listen +50, Martial Lore +56, Spot +50
    Feats Awesome Blow, Combat Reflexes, Flyby Attack, Hover, Improved Bull Rush, Improved Flyby Attack, Improved Initiative, Improved Multiattack, Improved ToughnessB, Improved TripB, Iron WillB, Knock-Down, Multiattack, Power Attack, Snatch
    Environment Cold mountains
    Organization Solitary
    Challenge Rating 24
    Treasure None; see text
    Alignment Always neutral good
    Advancement 41+ HD (Colossal)
    Level Adjustment —

    The Hawk of Achill is a one-of-a-kind legendary bird. It's the oldest, strongest, and smartest bird ever recorded. Its plumage is a brilliant gold, with yellow- and orange-tipped wings. The Hawk is a messenger to other planes and remembers everything in history. It is also said to warn journeymen of danger and call out to give courage to those in dire straits. Its lifespan is unknown, though it has lived for time immeasurable already.

    The Hawk of Achill is 60 feet long from its beak to the base of its tail, with a wingspan of 160 feet. It weighs about 40 tons.

    Combat

    The Hawk of Achill loves a challenger. It usually opens combat by screaming at its target to intimidate it. Next, it uses its vast knowledge to gain an advantage over its foe and decides on the most prudent form of attack. Before a fight starts, it uses aid, eagle's splendor, owl's wisdom, and remove fear on itself and any nearby allies if it has any.

    Bite
    The Hawk of Achill's bite attack deals 3d8+8 damage. This is a secondary attack.

    Diving Strike Barrage (Ex)
    When the Hawk of Achill charges at an enemy while flying, it can make a full attack, but instead of normal attacks, each attack is a Volitant Feather strike. If the Hawk doesn't have enough readied when it charges in this manner, it can initiate as many Volitant Feather strikes as possible and finish up its full attack normally. It may also choose to use this option at any time.

    Golden Plumage
    The Hawk of Achill is covered in golden feathers, granting it the ability to blind all enemies within 60 feet permanently as a standard action. A successful Fortitude save of DC 35 negates the blindness, causing the enemies to be dazzled for 1 minute instead. The Hawk of Achill can also pluck a single feather as an immediate action once per 1d4+1 rounds. Doing so grants it immunity to all harmful effects for 1 round as the feather disintegrates into golden dust and covers the Hawk. If the Hawk of Achill is killed, 2d6+10 golden feathers fall out. Each one has the same effect as if the Hawk had plucked one of its feathers and each one disintegrates in the same fashion. Each feather is worth 7,500 gp.

    Infinite Memory (Ex)
    The Hawk of Achill has an infinite memory, better even than a perfect memory because the creature can remember everything that's happened in history rather than only what it has experienced. This grants a +40 bonus to all Knowledge skills. In addition, it automatically succeeds on all Knowledge (history) checks.

    Journey Guide
    Known as a guide in rough times, the Hawk of Achill occasionally will guide travelers on their journeys. The Hawk can grant the effects of know direction to any creature it can see as a free action for 1 day. In addition, the Hawk grants a +5 insight bonus on Balance, Climb, Gather Information, Handle Animal, Jump, Listen, Ride, Search, Spot, Survival, Swim, and Tumble checks for the same duration.

    Keen Eye (Ex)
    Most birds have spectacular sight. The Hawk of Achill transcends this, possessing possibly the keenest sense of sight in the world. The Hawk of Achill's attack bonus cannot be reduced and it is immune to blindness and can ignore any miss chance.

    Phidippidean Flyer (Ex)
    The Hawk of Achill can move eight times its fly speed when taking the run action while flying. In addition, it can run for a number of hours equal to half its Constitution score before having to make Constitution checks to avoid tiring.

    Planar Messenger (Su)
    The Hawk of Achill acts as a messenger for many planes. It can plane shift once per hour, as the spell except that instead of it arriving 5d% miles away from its intended destination, the Hawk of Achill arrives 1d% miles away.

    Screaming Challenge (Ex)
    Screaming so that all creatures within 1 mile can hear it, the Hawk of Achill calls for a challenge. If the Hawk of Achill uses this scream when a creature can see it, the creature is deafened unless it succeeds on a Fortitude save of DC 35 and cowers unless it succeeds on a Will save of DC 35, in which case the creature is shaken instead. If the creature is immune to fear effects, it is dazed instead of cowering or sickened instead of shaken. Screaming is a standard action and can be done once every 1d4 rounds.

    Spell-Like Abilities
    At will—aid, calm emotions (DC 25), dimensional anchor, eagle's splendor (DC 25), fog cloud, gust of wind (DC 25), owl's wisdom (DC 25), remove fear (DC 24), wind wall (DC 26); 7/day—control winds (DC 28), remove curse (DC 26), remove disease (DC 26), sending; 3/day—control weather, legend lore; 1/day—discern location, permanency, whirlwind (DC 31). Caster level 26th. The save DCs are Intelligence-based.

    The following abilities are always active on the Hawk of Achill, as the spells (caster level 26th)
    death ward, detect snares and pits, foresight, freedom, greater spell immunity, know direction, mind blank, see invisibility, tongues, true seeing. They can be dispelled, but the Hawk of Achill can reactivate them as a free action. The spells chosen for greater spell immunity are as follows: antilife shell, antimagic field, bestow curse, dimensional lock, forbiddance, glass strike, greater bestow curse, limited wish, polymorph any object, trap the soul. The Hawk of Achill may change these spells at any time by taking 10 minutes to focus.

    Talon
    The Hawk of Achill's talon attacks deal 3d6+16 damage.

    Volitant Feather Mastery
    The Hawk of Achill is a master of the Volitant Feather discipline. It knows all maneuvers from the discipline and has all of them readied. It can recover all expended maneuvers as if it was a warblade. Being a master of the discipline also allows the Hawk to make Martial Lore checks to determine all maneuvers a creature knows. If it fails this check, it can attempt a second, less difficult check (DC 30 + target's initiator level) to determine all maneuvers from the Volitant Feather discipline a creature knows.

    Wing Slam
    The Hawk of Achill can slam a single creature every round. The Hawk of Achill can slam one opponent each round with its wings. A wing slam deals 4d6+8 damage and is treated as a secondary attack.

    Zhu
    Medium Magical Beast
    Hit Dice 12d10+60 (126 hp)
    Speed 30 ft. (6 squares), fly 60 ft. (average)
    Initiative: +5
    Armor Class 25 (+5 Dex, +8 natural, +2 morale), touch 17, flat-footed 20
    Base Attack/Grapple +12/+19
    Attack Bite +21 melee (1d6+9)
    Full-Attack Bite +21 melee (1d6+9) and 2 daggers +19/+19/+14/+14/+9/+9 melee (1d4+9)
    Space 5 ft.; Reach 5 ft.
    Special Attacks Exile, maneuvers, pounce dive
    Special Qualities Darkvision 60 ft., hand-feet, low-light vision, undiscovered mountain dweller
    Saves Fort +15, Ref +15, Will +9
    Abilities Str 24, Dex 21, Con 20, Int 11, Wis 16, Cha 13
    Skills Listen +18, Spot +22
    Feats Combat Reflexes, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Power Attack, Simple Weapon ProficiencyB, Two-Weapon Fighting
    Environment Cold mountains
    Organization Solitary or pair
    Challenge Rating 9
    Treasure None
    Alignment Always lawful neutral
    Advancement 13-17 HD (Medium), 18-27 HD (Large), 28+ HD (Huge)
    Level Adjustment —

    A zhu is similar in appearance to a hippogriff, except it has a more bird-like body and human hands instead of claws or talons.

    A zhu is 4 feet long from its beak to the base of its tail, with a wingspan of 11 feet. It weighs about 25 pounds.

    Combat

    A zhu is unlikely to fight of its own will. It will fight back if attacked, however. It usually opens combat by exiling a creature within range and then swoops on any remaining targets to take advantage of its full attack.

    Exile (Su)
    Staring at its target intently, a zhu can exile a single creature within 120 feet once every 1d2+1 rounds as a standard action. The exiled creature is sent to an extradimensional pocket for 1 round and is unable to act for that round unless it succeeds on a Will save of DC 19.

    Hand-Feet
    A zhu's feet are not talons like most birds. Instead, it has human hands as its feet. These hands function just as human hands do, except they are slightly tougher, allowing for land movement about as fast as a human can normally go.

    Maneuvers and Stances Known (IL 12th)
    Stances—fluttering wings (1st)
    Strikes—clipping (DC 18) (3rd), drill peck (6th), keen-eyed strike (6th)
    Boosts—freedom of the partridge (2nd)
    Counters—wing bat (1st)
    Rushes—raptor crush (DC 20) (5th)
    Each of a zhu's maneuvers can be initiated once per encounter. A zhu can recharge one maneuver each time it successfully exiles a creature and does nothing else but move for that turn.

    Pounce Dive (Ex)
    If a zhu flies directly down at a foe while flying, it can make a full attack.

    Undiscovered Mountain Dweller (Ex)
    A zhu lives in undiscovered mountains and rarely explores beyond them in its lifetime. This familiarity with its territory grants it a +2 morale bonus to attacks, damage, AC, saving throws, and skill checks while it remains with its home mountain. In addition, a zhu attempts to keep its territory undiscovered. A creature cannot see the mountain a zhu lives on unless it gets within 1,000 feet of its base. It is impossible to hear noise, smell odors, or taste a difference in the air until the mountain is discovered in this manner or through very powerful spells, such as discern location, lesser wish, miracle, or wish.

    Skills
    Zhus have a +4 racial bonus on Spot checks.
    Last edited by Temotei; 2013-03-20 at 06:46 PM.
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  5. - Top - End - #5
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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    Deity

    Ziz, King of Birds
    Lesser God (Lawful Good)

    Ziz teaches protection of those weaker than yourself--especially birds. He believes in freedom for creatures of all kinds and that killing, even for food, restricts freedom of the killed creatures and is, therefore, wrong.

    Dying as a worshiper of Ziz brings you to the Temple in the Sky, his roost. Here lies a flaming golden egg. A worshiper is expected to throw himself or herself onto this egg to feed the flames and achieve eternal freedom in the skies. Worshipers who choose not to do this may leave the temple and Ziz will send the Hawk of Achill to bring you to the properly-aligned afterlife for you. He bears no resentment for those who do not burn and fly, though he may be disappointed.

    The ultimate taboo under Ziz is wanton killing of birds. It is said that for every bird one kills, Ziz grows another sacred feather, each capable of transforming a creature into a bird forever and making them unable to harm again.

    Ziz looks almost like a griffon without claws. He is coated in golden feathers, while his wings burn crimson. His wingspan is wide enough to blot out the sun and he is large enough to be able to stand in the deepest ocean and have only his feet covered while he towers above the clouds.

    Ziz's favored weapon is the rapier. His holy symbol is a flaming golden shield with wings. His titles include Feather Keeper, King of Birds, and Wing Protector.

    Portfolio: Birds, Feathers, Flight, Freedom, Sky, Wind, and Wings.

    Domains: Air, Animal, Protection, Sky, and Travel.

    Cleric Training: Clerics of Ziz strive to become one with the sky. They are protectors of its domain, travelers of its winds, and students of the clouds. The most commonly chosen domains for clerics of Ziz are Protection and Sky.

    Quests: Quests for Ziz are generally in the name of protecting birds, the sky, and the wind. However, some quests involve ending predator threats before they bring danger to Ziz's domain.

    Prayers: Prayers to Ziz are made through action. Intelligent birds will protect their less intelligent brethren, clerics will create favorable winds for bird-kind and keep them from danger, and even ordinary people will stop a snake from stealing a bird's eggs or a careless groundskeeper from destroying a nest.

    Temples: Temples to Ziz are rare. The most famous temple is the Temple in the Sky, hidden among the clouds. It's said that it rests on an infinitely large and impenetrable cloud that will only part at Ziz's will. The temples are generally constructed with permanent solid fog or with bird nest materials with wards and defensive spells to maintain integrity.

    Rites: Ziz requires no rites to become a worshiper or a cleric. However, those who wish to go the extra mile may fly to the clouds and pay tribute at the Temple in the Sky. Seek out Ziz, ask for passage to the Temple, and bring a bird feather token of your own creation to the flaming golden egg. Burn the token on the egg and a phoenix shall be born, so the legends say.
    Last edited by Temotei; 2013-05-07 at 07:05 PM.
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  6. - Top - End - #6
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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    Nothing, huh?
    Homebrew
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  7. - Top - End - #7
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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    *Deep breath* Ok here we go! Orange you glad you asked for my thoughts? EDIT: Alright, so I did it all in orange for the sake of the pun, and then I realized it's kinda hard to read. I'd fix it, but I don't have too much time right now, so I'll get to it later.
    Quote Originally Posted by Temotei View Post
    Volitant Feather

    When the Temple of the Nine Swords fell and the survivors scattered, a great bird watched. Observing the many different ways of fighting, it adapted these styles to its own movements, graceful and fluttering, but violent and composed. It left the Temple and called upon Ziz, its god. Ziz answered this call and allowed the great bird entry into the Temple in the Sky. Ziz listened to its story. For one full day he contemplated its meaning. The great bird waited for Ziz's bidding: "Find the one called Reshar. Ask unto him for aid in developing this style. It shall be used to protect my wards and everything in my domain. Such is my decree." The great bird bowed and left the Temple in the Sky and found Reshar, old, but alive. The man at first reached for a blade, but then relaxed and approached the great bird. He listened to the bird and together, they developed the Volitant Feather discipline for humankind and bird-kind alike.
    Awesome! Love the fluff here, looks great.
    The Volitant Feather discipline's associated skill is Balance, as controlled movement is the focus. The associated weapons of the Volitant Feather discipline are the dagger, lance, rapier, shortspear, short sword, and spear.
    No comment, looks fine.
    Because the Volitant Feather discipline was never taught widely at the Temple of the Nine Swords or any similar center of training, most martial adepts do not know any maneuvers from it, or even know it exists. Only Swordsages and Warblades can learn maneuvers from the Volitant Feather discipline. There are two ways to master the discipline. The first is to have been trained in it. If you choose to make a martial adept that has already been trained in the Volitant Feather discipline at character creation, you simply replace one discipline that adept could normally learn maneuvers from with the Volitant Feather discipline.

    The other way is to seek out a master of the Volitant Feather discipline—a martial adept capable of using at least 5th-level maneuvers from the discipline and to learn Volitant Feather from that source. You must train for a month under the master, or spend a month in research, and spend 1,000 XP at the end of your training. You gain the ability to learn maneuvers from the Volitant Feather discipline. In addition, you may exchange your maneuvers known for maneuvers of the Volitant Feather discipline. You may exchange one maneuver of each level, and the new maneuvers you learn must be of the same level as the exchanged maneuvers, unlike normal. The difficulty of finding an appropriate mentor or text is left to the DM to choose.
    Pretty standard. On to maneuvers!

    Maneuver List

    1st Level
    Double Peck: Strike – Make an extra attack at a -4 penalty.
    Looks pretty good to me.
    Firm Advance: Rush – Make a Balance check in place of a Tumble check.
    Pretty cool stuff, nice movement ability.
    Fluttering Wings: Stance – Gain a bonus to speed when an attack misses.
    This one. Yeesh. I see what you're doing here, and it's cool. Does this stack with itself? It looks like it's supposed to, but since it doesn't stop unless you change stances, if I'm reading this right, every morning you can just have your allies swing a few turnips at you or whatever until your speed is ridiculous. Was that intentional?
    Lift-Off: Boost – Gain a bonus to Jump checks.
    Looks pretty solid. No serious issues here.
    Wing Bat: Counter – Return an attack of opportunity. Looks like fun to me.

    2nd Level
    Achill Challenge: Boost – Challenge a foe to attack.
    Looks good. The wording feels a little weird, but I can't think of a better way to do this. Is this mind affecting? Might want to mention that, it looks like it.
    Cloud Step: Rush – Move and create a vision-obscuring cloud.
    You could probably up the duration (a little) past one round, but other than that looks useful.
    Falling Talon: Strike – Attack at the end of a fall.
    I get the idea, but I'm a little confused. When do you have to start/stop falling relative to when you use the maneuver? So far what it seems like to me is 'move action off a cliff, standard action falling talon'. Is that the intent?
    Freedom of the Partridge: Boost – Gain bonuses to air movement.
    You might want to edit Falling Talon so you can use this in conjunction with it. Bit of synergy and all that.

    3rd Level
    Clipping: Strike – While in the air, send others in the air to the ground.
    So you shoot a cone of air and they fall? Looks good to me.
    Eyes of Prey: Stance – Gain several vision bonuses.
    Very cool. I didn't see a ton of ways to make clouds though, so I'm not sure how useful the last part is, unless you UMD up an Obscuring Mist or something.
    Peck-Rebound: Strike – Make an attack, move 10 feet.So, kiting. Pretty fun stuff. Looks sound.
    Raptor Dash: Rush – Deal damage to obstacles while moving.
    Even as a move action, eating AoO for 2d6 seems kinda steep. Is there something I'm missing here?

    4th Level
    Driving Peck: Strike – Make an attack from afar.
    Very cool, very flavorful.
    Flock's Freedom: Boost – All nearby allies gain bonuses to air movement.
    Mass Freedom of the Partridge. Pretty cool stuff.
    V Formation: Rush – You, all nearby allies, and all nearby enemies move to fit a V formation.
    Um. Ok, cool I guess. I get the whole swan thing, but it still feels a little out of place.

    5th Level
    Dive Bomb: Strike – Leap and attack.
    Alright, this looks sweet. No complaints.
    Raptor Crush: Rush – Deal damage to obstacles and disorient creatures while moving.
    The sickened condition makes this a lot more appealing than its lower level counterpart, as you get to deal some damage, take some, AND get something else. Nice.
    Unshakable Flap: Stance – Become immune to slowing effects and gain movement abilities.
    FLIGHT! Finally! ...sorta. Looks pretty good to me. There's a ton of stuff wrapped into this stance, between ignoring AoOs and the flight and the AC/Reflex bonuses. A must have.

    6th Level
    Drill Peck: Strike – Make multiple attacks, punctuated by a powerful final strike.
    So you get a full attack in damage, and then one attack for double damage. Pretty cool stuff. Awesome if you get some crits, but other than that it looks pretty sound. Only thing is this might be a little silly with Combat Rhythm, but I haven't actually done the math, so I could be completely wrong.
    Flock's Flight: Boost – Grant flight to all nearby allies. Alright, looks cool. A bit of temporary flying, a bit of AC. Very utilitarian, nice to have out of combat.
    Keen-Eyed Strike: Strike – Make a special melee touch attack.
    Ok then. Looks nice, but not 6th level nice. Again, am I missing something here?

    7th Level
    Feather Trail: Rush – Leave a trail of feathers to grant speed while moving.
    I actually like this quite a bit. Might want to specify what kind of action it is to pick up a feather though.
    Highwind: Strike – Disallow enemy flight in a large radius.
    Great air superiority, great ability. Nice ant thematic too.
    Wing of Ziz: Counter – Protect an ally within range from a single harmful effect.
    As long at this doesn't go down the path of WRT and you're not your own ally, looks great. Very nice defensive ability. Bet the Crusaders wish they got this.

    8th Level
    Falling Tears of the Phoenix: Stance – You and nearby allies heal every round and avoid death while your Volitant Feather maneuvers burn.
    Very nice. VERY nice outside of combat. Free fast healing is always awesome, and this is no exception. Adds flavor nicely, and I like the resurrection. Really cool. So far, personal favorite.
    Zhu's Exile: Strike – Send target to extradimensional pocket.
    Only question. Can you take actions in the pocket dimension? What happens if they planeshift out? Do they still get dragged back after 1d6 minutes?

    9th Level
    Featherdance: Strike – Attack in a large radius, rise up while knocking enemies prone.
    Woah. That's pretty badass. The whole no fall damage bit doesn't synergize with Falling Talon though. You might want to reword Falling Talon, but no complaints on this one. Awesome.

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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    Quote Originally Posted by anacalgion View Post
    *Deep breath* Ok here we go! Orange you glad you asked for my thoughts? EDIT: Alright, so I did it all in orange for the sake of the pun, and then I realized it's kinda hard to read. I'd fix it, but I don't have too much time right now, so I'll get to it later.
    Thanks.

    Changes made so far:

    • Fluttering wings has a duration and maximum stacks section now.
    • Achill challenge is now a [Fear, Mind-Affecting] maneuver and if a creature is immune to either or both, it is subject to the alternative effect.
    • Cloud step now has a duration of 2 rounds.
    • Falling talon clarified a bit.
    • Freedom of the partridge allows bonus damage on falling talon while still preventing falling damage.
    • Raptor dash and its successor don't provoke attacks of opportunity.
    • Keen-eyed strike now has a bunch of critical hit modifiers, with a dazing effect if a critical hit lands and the target fails a Fortitude save.
    • Feather trail now requires a free action to pick up feathers.
    • Zhu's exile now allows actions inside of the extradimensional pocket, though escape is impossible. There's also a new section on dimensional anchor and wish/miracle.
    • Featherdance allows bonus damage on falling talon while still preventing falling damage.


    Things not changed:

    • V Formation -- Not really sure what to do in place of this, or whether it should be replaced at all.
    • Drill peck -- Combat Rhythm is an option with drill peck, yes. This isn't really a problem, though, since that option needs some love, anyway, and even then, you have to weigh whether the +5 damage per hit is worth giving up all of these attacks.
    • Wing of Ziz -- The ally/self distinction doesn't need to be made since White Raven doesn't make it.
    Last edited by Temotei; 2013-03-19 at 11:29 PM.
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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    All looks good to me. V Formation is fine, it's your discipline, not mine. It's a good ability, no need to mess with it. All of the changes look good to me, glad I could help out. The deity looks great, no comments from me there, and I'm not going to touch the hawk. No experience with epic rules and all that. The other monster though, the zhu needs an action on exile, unless you just want it to default to standard, which is probably what you meant and why am I still writing this if I answered my own question?

    Anyways, handfeet is an awesome ability name, and the rest of it looks good. I'll peach the rest when I have time, probably tomorrow.

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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    I assume you looked at the other flying disciplines that are around? Probably part of Age of Warriors? I vaguely remember you being involved in that project.
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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    Quote Originally Posted by DracoDei View Post
    I assume you looked at the other flying disciplines that are around? Probably part of Age of Warriors? I vaguely remember you being involved in that project.
    Nope. I know of them, but while making this, I made an effort not to look at them.

    I wasn't an active part of Age of Warriors, but I think I helped a little with organization.
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    Default Re: Wings on the Wind [3.5 Martial Discipline, Items, Feats, Monsters, and Deity]

    Quote Originally Posted by Temotei View Post
    Nope. I know of them, but while making this, I made an effort not to look at them.
    Ah, I can understand that.

    Still, at some point, now that you have cut your own path without being bound outside influences, you might want to go look at them.

    I don't know when that point would be exactly, but probably no later than when you have fixes in mind from play-test of the discipline.

    Of course, you might decide it isn't worth the effort, but there will come a point when it couldn't do any harm.
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