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Author Topic: Tome of Battle's Disciplines as Tactical Feats  (Read 3177 times)
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bkdubs123
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« on: June 05, 2009, 07:37:54 PM »

Diamond Mind I
Prerequisite: Base Attack +1, Fighter level 1st
Benefit: Add Concentration to your list of class skills. You gain a +2 bonus to Concentration checks, +1/Diamond Mind Tactical feat you have beyond this one. Additionally, you gain the use of the following two tactical options.

Sapphire Nightmare Blade - As a standard action, make a melee attack, and Concentration check in addition to the attack roll. If your Concentration check succeeds the foe becomes flat-footed for 1 round and your attack deals +1d6 damage. If the check fails, your attack is rolled with a -2 penalty and deals normal damage. After using this option you cannot use it again for 2 rounds.

Stance of Clarity - As a swift action, you tighten your stance, concentrating on a single foe over all others. While in this stance you choose a foe at the beginning of each of your turns. Against that foe you gain a +2 bonus to AC for 1 round, but take a -2 penalty to AC against all others. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Diamond Mind II
Prerequisite: Base Attack +3, Concentration 4 ranks, Fighter level 2nd
Benefit: You gain the use of the following two tactical options.

Action Before Thought - As an immediate action, in response to being required to make a Reflex save, make a concentration check. Use the result of your check in place of your saving throw. After using this option you cannot use it again for 2 rounds.

Emerald Razor - As a standard action, make a single melee attack, however resolve the attack as a touch attack. After using this option you cannot use it again for 2 rounds.

Diamond Mind III
Prerequisite: Base Attack +5, Concentration 6 ranks, Fighter level 3rd
Benefit: You gain the use of the following two tactical options.

Insightful Strike - As a standard action, make a single melee attack. Instead of rolling your weapon's normal damage and adding your strength modifier, make a Concentration check. Use the result of that check as your damage roll. After using this option you cannot use it again for 2 rounds.

Pearl of Black Doubt - As a swift action, you loosen your stance, but sharpen your mind, watching the ebb and flow of the battlefield. While in this stance, each time a foe misses you with a melee attack you gain a +2 bonus to AC which lasts for 1 round. This bonus can stack up to five times. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Diamond Mind IV
Prerequisite: Base Attack +7, Concentration 8 ranks, Any 1 Diamond Mind Tactical feat, Fighter level 4th
Benefit: You gain use of the following two tactical options.

Ruby Nightmare Blade - As a standard action make a melee attack and a Concentration check in addition to the attack roll. If the Concentration check meets or exceeds the target's AC, you gain a +2 bonus to the attack roll and and the struck foe takes a -2d4 penalty to Wisdom for 2 rounds. If the Concentration check fails your attack is rolled normally and the struck foe takes a -1d4 penalty to Wisdom for 1 round. After using this option you cannot use it again for 2 rounds.

Moment of Perfect Clarity - As an immediate action, in response to being required to make a Will save, make a concentration check. Use the result of your check in place of your saving throw. After using this option you cannot use it again for 2 rounds.

Diamond Mind V
Prerequisite: Base Attack +9, Concentration 10 ranks, Any 1 Diamond Mind Tactical feat, Fighter level 6th
Benefit: You gain use of the following two tactical options.

Disrupting Blow - As an immediate action, make a melee attack against any creature you threaten which is performing an action. If your attack hits, you deal damage as normal, and cause the struck foe's action to fail. After using this option you cannot use it again for 2 rounds.

Hearing the Air - As a swift action, you adopt a stance that allows your mind to empower your sense of hearing. While in this stance, you gain Blind-Sight out to 30ft, Blindsense out to 60ft, and a +10 bonus to Listen checks. Deafness thwarts both the Blind-Sight and Blindsense. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Diamond Mind VI
Prerequisite: Base Attack +11, Concentration 12 ranks, Any 2 Diamond Mind Tactical feats, Fighter level 8th
Benefit: You gain use of the following two tactical options.

Greater Insightful Strike - As a standard action, make a single melee attack. Instead of rolling your weapon's normal damage and adding your strength modifier, make a Concentration check. Use the double the result of that check as your damage roll. After using this option you cannot use it again for 2 rounds.

Moment of Alacrity - When you roll for initiative at the start of battle you may gain a +20 bonus to your roll. If you do, you give up your swift and immediate actions during the first round of combat.

Diamond Mind VII
Prerequisite: Base Attack +13, Concentration 14 ranks, Any 2 Diamond Mind Tactical feats, Fighter level 10th
Benefit: You gain the use of the following two tactical options.

Avalanche of Blades - As a standard action, make a melee attack with a +2 bonus to your roll. If your attack hits, you may make another attack with no bonus to your roll. If that attack hits, and as long as you continue to hit with your attacks you may make additional attacks each with a cumulative -2 penalty to your attack roll until you miss. After using this option you cannot use it again for 2 rounds.

Quicksilver Motion - As a swift or immediate action you may move up to your speed. After using this option you cannot use it again for 2 rounds.

Diamond Mind VIII
Prerequisite: Base Attack +15, Concentration 16 ranks, Any 3 Diamond Mind Tactical feats, Fighter level 12th
Benefit: You gain use of the following two tactical options.

Diamond Nightmare Blade - As a standard action make a melee attack and two Concentration checks an addition to the attack roll. The second check takes a -5 penalty. Use triple the result of the first check as your damage roll. If the second check meets or exceeds the target's AC, the struck foe takes a -6 penalty to all ability scores for 2 rounds. If it does not, you become flat-footed for 1 round. After using this option you cannot use it again for 2 rounds.

Stance of Alacrity - As a swift action you roll onto to the balls of your feet and appear ready to dart off in every direction at once. While in this stance, you gain an extra swift action during your turn. You may instead not use this extra action to gain an extra immediate action for the round. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Time Stands Still
Prerequisite: Base Attack +17, Concentration 18 ranks, Any 4 Diamond Mind Tactical feats, Fighter level 14th
Benefit: As a full round action, you may take the full attack action twice, and may move up to your speed before, in between, or after these full attacks. After using this feat's ability you can't use it again for 2 rounds.

Iron Heart I
Prerequisites: Base Attack +1, Fighter level 1st
Benefit: Add Balance to your list of class skills. You gain a +2 bonus to Balance checks, +1/Iron Heart Tactical feat you have beyond this one. Additionally, you gain the use of the following two tactical options.

Steel Wind - As a standard action, you can make up to two melee attack rolls, against two targets, both of which must be adjacent to each other. After using this option you cannot use it again for 2 rounds.

Punishing Stance - As a swift action, you shift your stance in order to put all of your physical might into your attacks. While in this stance your melee attacks deal +1d6 damage, though you suffer a -2 penalty to AC. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Iron Heart II
Prerequisite: Base Attack +3, Balance 4 ranks, Fighter level 2nd
Benefit: You gain the use of the following two tactical options.

Disarming Strike - As a standard action, make a melee attack. If your attack hits, you gain a free disarm attempt against the struck foe. If the attempt fails the foe does not get any chance to disarm you in return. After using this option you cannot use it again for 2 rounds.

Wall of Blades - As an immediate action, in response to an enemy targeting you with a melee attack, you may make a melee attack roll. For that enemy's attack only, treat your AC as the result of your melee attack roll. After using this option you cannot use it again for 2 rounds.

Iron Heart III
Prerequisite: Base Attack +5, Balance 6 ranks, Fighter level 3rd
Benefit: You gain the use of the following two tactical options.

Exorcism of Steel - As a standard action, make a melee attack. If you attack hits, the struck opponent takes a penalty to damage rolls equal to your Strength modifier for 1 round. After using this option you cannot use it again for 2 rounds.

Absolute Steel Stance - As a swift action, you shift your stance to allow for maximum fluidity of movement. While in this stance you gain a +10 bonus to your base movement speed, and gain +2 to AC during any round you move 20ft or more. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Iron Heart IV
Prerequisite: Base Attack +7, Balance 8 ranks, Any 1 Iron Heart Tactical feat, Fighter level 4th
Benefit: You gain the use of the following tactical options.

Lightning Recovery - As an immediate action you may reroll an attack roll you just made even after learning the results. The reroll gains a +2 bonus. After using this option you cannot use it again for 2 rounds.

Mithril Tornado - As a standard action, make a melee attack against each adjacent foe. These attack rolls each gain a +2 bonus. After using this option you cannot use it again for 2 rounds.

Iron Heart V
Prerequisite: Base Attack +9, Balance 10 ranks, Any 1 Iron Heart Tactical feat, Fighter level 6th
Benefit: You gain the use of the following two tactical options.

Dazing Strike - As a standard action, make a melee attack. If your attack hits, the struck foe must make a Fort save (DC 10+1/2 Your Base Attack Bonus+Your Str modifier). If the foe fails its save it becomes Dazed for 1 round. After using this option you cannot use it again for 2 rounds.

Dancing Blade Form - As a swift action, you shuffle your feet, constantly moving, able to dart back and forth for long, graceful attacks. While in this stance, you add 5ft to your reach. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Iron Heart VI
Prerequisite: Base Attack +11, Balance 12 ranks, Any 2 Iron Heart Tactical feats, Fighter level 8th
Benefit: You gain the use of the following two tactical options.

Iron Heart Endurance - As a swift action, you regain a number of hitpoints equal to your Base Attack Bonus times two. After using this option you cannot use it again for 2 rounds.

Manticore Parry - As an immediate action, in response to being targeted by a foe's melee attack, make a melee attack roll. If your attack roll beats the attack roll that targets you, that foe's attack misses you, and is instead redirected at itself. If it beats its own AC it deals damage to itself. After using this option you cannot use it again for 2 rounds.

Iron Heart VII
Prerequisite: Base Attack +13, Balance 14 ranks, Any 2 Iron Heart Tactical feats, Fighter level 10th
Benefit: You gain the use of the following two tactical options.

Finishing Move - As a standard action, make a melee attack with a +4 bonus to the attack roll that deals +4d6 damage. If the target of your attack is at less than its full normal hitpoints, your attack deals a further +2d6 damage (total 6d6). If the target of your attack is at less than 1/2 its full normal hitpoints your attack deals a further +8d6 damage (total 14d6). After using this option you cannot use it again for 2 rounds.

Scything Blade - You may activate Scything Blade as a swift or immediate action after hitting a foe with a melee attack. If you do, make an immediate extra melee attack at your highest attack bonus against any other creature you threaten. After using this option you cannot use it again for 2 rounds.

Iron Heart VIII
Prerequisite: Base Attack +15, Balance 16 ranks, Any 3 Iron Heart Tactical feats, Fighter level 12th
Benefit: You gain the use of the following two tactical options.

Iron Shockwave - As a standard action roll a melee attack roll. This attack roll is then used to make an attack against all creatures in 120ft/5ft line, dealing damage to all creatures in the path whose AC the attack roll meets or exceeds as normal as if with a melee attack. After using this option you cannot use it again for 2 rounds.

Supreme Blade Parry - As a swift action you adopt a stance in which you tighten your body and ready yourself for defense. While in this stance you gain Damage Reduction 8/-- against all attacks as long as you wield a melee weapon with which you are proficient and as long as you are not flat-footed. You gain this benefit while unarmed only if you have the Improved Unarmed Strike feat. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Strike of Perfect Clarity
Prerequisite: Base Attack +17, Balance 18 ranks, Any 4 Iron Heart Tactical feats, Fighter level 14th
Benefit: As a standard action make a melee attack that deals +100 damage. After using this feat's ability you cannot use it again for 2 rounds.

Stone Dragon I
Prerequisite: Base Attack +1
Benefit: Add Autohypnosis to your list of class skills. You gain a +2 bonus to Autohypnosis checks, +1/Stone Dragon Tactical feat you have beyond this one. Additionally, you gain the use of the following two tactical options.

Stone Bones - As a standard action make a melee attack roll. If your attack hits you gain Damage Reduction 5/adamantine for 1 round. After using this option you cannot use it again for 2 rounds.

Stonefoot Stance - As a swift action you leverage your strength and size, gaining a +2 bonus to all strength skill and ability checks, and gaining a +2 bonus to AC and saving throws against creatures at least one size category larger than you. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Stone Dragon II
Prerequisite: Base Attack +3, Autohypnosis 4 ranks
Benefit: You gain the use of the following two tactical options.

Mountain Hammer - As a standard action make a melee attack that deals +2d6 damage and overcomes damage reduction and hardness as a magic and adamantine weapon. After using this option you cannot use it again for 2 rounds.

Stone Vise - As a standard action make a melee attack that deals +1d6 damage and Immobilizes the struck target for 1 round if it fails a reflex save (DC 10+1/2 your Base Attack +your Constitution modifier). After using this option you cannot use it against for 2 rounds.

Stone Dragon III
Prerequisite: Base Attack +5, Autohypnosis 6 ranks
Benefit: You gain the use of the following tactical options.

Bonecrusher - As a standard action make a melee attack that deals +4d6 damage and reduces the foe's Damage Reduction by 5 for 1 round. After using this option you cannot use it again for 2 rounds.

Roots of the Mountain - As a swift action you dig your feet into the ground adopting a sturdy stance. While in this stance you gain a +2 bonus to AC and Fort saving throws as well as a +10 bonus to resist bull rush, trip, and grapple attempts. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Stone Dragon IV
Prerequisite: Base Attack +7, Autohypnosis 8 ranks, Any 1 Stone Dragon Tactical feat
Benefit: You gain the use of the following two tactical options.

Bonesplitting Strike - As a standard action make a melee attack that deals 1d4 Constitution damage. If the struck foe is immune to ability damage or doesn't have a Constitution score your attack instead deals +4d6 damage. After using this option you cannot use it again for 2 rounds.

Overwhelming Avalanche - As a standard action make a melee attack that deals +2d6 damage. The struck foe is knocked prone if it fails a Fortitude save and loses it's move action if it fails a Reflex save (save DCs 10+1/2 your Base Attack +your Constitution modifier). After using this option you cannot use it again for 2 rounds.

Stone Dragon V
Prerequisite: Base Attack +9, Autohypnosis 10 ranks, Any 1 Stone Dragon Tactical feat
Benefit: You gain the use of the following two tactical options.

Elder Mountain Hammer - As a standard action make a melee attack that deals +6d6 damage and overcomes damage reduction and hardness as a magic, lawful, silver, cold iron, and adamantine weapon. After using this option you cannot use it again for 2 rounds.

Giant's Stance - As a swift action you puff out you widen your stance puffing our your chest and broadening your shoulders. While in this stance you gain all the benefits of gaining a size category, except increased reach, but take none of the drawbacks. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Stone Dragon VI
Prerequisite: Base Attack +11, Autohypnosis 12 ranks, Any 2 Stone Dragon Tactical feats
Benefit: You gain the use of the following two tactical options.

Crushing Vise - As a standard action make a melee attack that deals +4d6 damage and paralyzes the struck creature for 1 round if it fails a Fort save (DC 10+1/2 your Base Attack Bonus +your Constitution modifier).  After using this option you cannot use it again for 2 rounds.

Iron Bones - As a standard action make a melee attack that deals +2d6 damage. If the attack hits you gain Damage Reduction 10/adamantine for 1 round.  After using this option you cannot use it again for 2 rounds.

Stone Dragon VII
Prerequisite: Base Attack +13, Autohypnosis 14 ranks, Any 2 Stone Dragon Tactical feats
Benefit: You gain the use of the following two tactical options.

Ancient Mountain Hammer - As a standard action make a melee attack that deals +12d6 damage and overcomes all damage reduction and hardness.  After using this option you cannot use it again for 2 rounds.

Colossus Strike - As a standard action make a melee attack that deals +6d6 damage. If the attack hits you may make a Bull Rush attempt against the target as a free action with a +10 bonus. If you do you can't move with the target, though you can move the target more than 5ft in this way. If you move the target at least 10ft in this way it is knocked prone.  After using this option you cannot use it again for 2 rounds.

Stone Dragon VIII
Prerequisite: Base Attack +15, Autohypnosis 16 ranks, Any 3 Stone Dragon Tactical feats
Benefit: You gain the use of the following two tactical options.

Earthquake Strike - As a full round action that does not provoke attacks of opportunity you strike the ground at your feet sending a powerful shockwave out that deals 12d6 damage to all adjacent foes and knocks all foes within 10ft prone. A successful Reflex save halves the damage and prevents foes from being knocked prone (DC 10+1/2 your Base Attack Bonus +your Constitution modifier).  After using this option you cannot use it again for 2 rounds.

Strength of Stone - As a swift action you adopt a stance that hardens your skin and bones. While in this stance you are immune to ability damage and drain, to death effects, negative levels, and to critical hits. Further, at the beginning of each of your turns you gain 10 temporary hit points that last until the beginning of your next turn. These temporary hit points stack with other temporary hit points you have. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Mountain Tombstone Strike
Prerquisite: Base Attack +17, Autohypnosis 18 ranks, Any 4 Stone Dragon Tactical feats
Benefit: As a standard action make a melee attack that deals 2d6 Constitution damage. If the struck foe is immune to ability damage or doesn't have a Constitution score your attack instead deals +16d6 damage. After using this feat's ability you cannot use it again for 2 rounds.

Tiger Claw I
Prerequisite: Base Attack +1
Benefit: Add Jump to your list of class skills. You gain a +2 bonus to Jump checks, +1/Tiger Claw Tactical feat you have beyond this one. Additionally, you gain the use of the following two tactical options.

Wolf Fang Strike - As part of a charge attack you may attempt a DC 15 Jump check. If you do, and your check succeeds, at the end of your charge you may make an attack with both one main-hand weapon and one off-hand weapon without taking penalties associated with Two-Weapon Fighting. After using this option you cannot use it again for 2 rounds.

Hunter's Sense - You gain the Scent extraordinary special ability (This is not a stance).

Tiger Claw II
Prerequisites: Base Attack +3, Jump 4 ranks
Benefit: You gain the use of the following two tactical options.

Claw at the Moon - As a standard action you may attempt a Jump check in addition to a melee attack. If your Jump check meets or exceeds your opponent's AC your attack deals +2d6 damage and benefits from a doubled critical threat range. After using this option you cannot use it again for 2 rounds.

Sudden Leap - As a swift action you may make a Jump check and move the distance determined by your check result. This movement provokes attacks of opportunity as normal and must be made in a straight line. You may avoid attacks of opportunity and even pass through occupied squares by using Tumble checks or by merely rolling high enough with your Jump check that you clear those squares vertically. After using this option you cannot use it again for 2 rounds.

Tiger Claw III
Prerequisites: Base Attack +5, Jump 6 ranks
Benefit: You gain the use of the following two tactical options.

Flesh Ripper - As a standard action you may make a single melee attack against an opponent. If your attack hits, the struck opponent must succeed on a Fortitude save (DC 10 + 1/2 your base attack bonus + your Str modifier) to avoid becoming Sickened and Fatigued for 1d4 rounds. If you scored a critical hit with this attack the conditions both last until the struck opponent is able to get 8 hours or rest. Flesh Ripper has no special effect on creatures that are not vulnerable to critical hits. After using this option you cannot use it again for 2 rounds.

Leaping Dragon Stance - As a swift action you roll onto the balls of your feet ready to leap into the air at a moment's notice. While you remain in this stance you may Jump any distance regardless of your height, you are always considered to have a running start when determining Jump distance, and you may add up to 10ft to the total distance covered by any Jump check you make, either vertically or horizontally. You may spend only 5 total rounds each encounter in a stance, and after entering this stance you remain in it, until you leave it as a free action, or enter a new stance using a swift action.

Tiger Claw IV
Prerequisites: Base Attack +7, Jump 8 ranks, Any 1 Tiger Claw tactical feat
Benefit: You gain the use of the following two tactical options.

Fountain of Blood - As a swift action, whenever you reduce a living foe to -1 or fewer hit points with a melee attack during your turn, your weapon rips into the foe dealing 10 extra damage and spraying blood in all directions. Foes within 30ft of you must succeed on Will saves (DC 10 + 1/2 your base attack bonus + your Str modifier) to avoid becoming Shaken for 1 minute. After using this option you cannot use it again for 2 rounds.

To be continued...

~~~~~~~~~

Anyway, there's the basic gist of the idea. These feats are presented as an alternate Tome of Battle system, and shouldn't be used in conjunction with the Tome of Battle classes themselves. All of these would instead be added to the Fighter's list of bonus feats.
« Last Edit: August 11, 2011, 09:25:56 AM by bkdubs123 » Logged
RobbyPants
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« Reply #1 on: June 05, 2009, 09:26:58 PM »

Makes the fighter a better class! Tongue

If you fleshed out the dead odd levels with some of the warblade class abilties, this could actually make it a decent class.
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Bozwevial
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« Reply #2 on: June 05, 2009, 11:03:23 PM »

I like this. My only concern is that a lot of the discipline skills are not fighter class skills, so he gets left out in the cold again. Like RobbyPants said, cut into the dead levels, tweak the skill list and maybe skill points, and this would be very nice indeed.

Two more questions: Shouldn't Iron Heart require Balance ranks, as that is the discipline skill? And do you intend to keep moving up the tiers with these feats (up to 9th level maneuvers)? The more I think about this, the more I like the idea...since the feats don't require you to have previous versions, just the BaB and sundry requirements, it duplicates the maneuver selection nicely.

...I like where this is going.
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bkdubs123
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« Reply #3 on: June 05, 2009, 11:22:44 PM »

I like this. My only concern is that a lot of the discipline skills are not fighter class skills, so he gets left out in the cold again. Like RobbyPants said, cut into the dead levels, tweak the skill list and maybe skill points, and this would be very nice indeed.

I think I have the perfect fix to this.

Quote
Two more questions: Shouldn't Iron Heart require Balance ranks, as that is the discipline skill? And do you intend to keep moving up the tiers with these feats (up to 9th level maneuvers)? The more I think about this, the more I like the idea...since the feats don't require you to have previous versions, just the BaB and sundry requirements, it duplicates the maneuver selection nicely.

I do intend to go all the way up to the 9th level maneuvers. I will have the higher level feats require some of the lower level feats, but I won't make it so that you have to have Iron Heart VIII to gain Iron Heart IX. Iron Heart IV, for example, will have the requirement - 1 Iron Heart feat.

Quote
...I like where this is going.

Glad to hear it.
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Bozwevial
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« Reply #4 on: June 06, 2009, 10:14:17 AM »

Nice. The initial feat adds the discipline skill as a class skill? Excellent.

Just noticed something, though: No love for Iron Heart Surge?
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bkdubs123
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« Reply #5 on: June 06, 2009, 04:30:25 PM »

Just noticed something, though: No love for Iron Heart Surge?

I've decided to cut each tactical feat down to granting only two options. That means that some maneuvers will be inaccessible with these feats. With Iron Heart Surge being as controversial as it is, I decided to nix it.
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Bozwevial
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« Reply #6 on: June 06, 2009, 05:07:20 PM »

Just noticed something, though: No love for Iron Heart Surge?

I've decided to cut each tactical feat down to granting only two options. That means that some maneuvers will be inaccessible with these feats. With Iron Heart Surge being as controversial as it is, I decided to nix it.

IHS was one of the really great things about the discipline, though...

What if you reworded it as follows:

Quote
Iron Heart Surge - As a standard action, you let out a roar of effort and throw off a debilitating condition. When you use this option, you may either choose one spell affecting you or one status effect that a Heal spell could end. (If the effect would not normally allow you to take a standard action to use this option, using Iron Heart Surge becomes a full round action instead.) That effect or spell, as long as it has a duration of 1 or more rounds, ends immediately. You also gain a +2 morale bonus on attack rolls until the end of your next turn. After you use this option, you cannot use it again for (whatever number seems balanced) rounds.

I think it puts a bit of a leash on IHS...this way, you can't end silly things like "not being a god", and you're a lot more limited in what spells and effects you can end. As a trade-off, however, you can break free of stuff that you wouldn't normally be able to.

Any thoughts? It was a spontaneous burst of creativity, so it's probably a tad imbalanced, but I've always liked IHS.
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veekie
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« Reply #7 on: June 07, 2009, 06:36:56 AM »

I see no major loopholes in that option. Barring healing hit point damage with it, which could be (mis)interpreted as a status effect that Heal can end. But then, if you just write in a certain amount of healing the Surge could grant as one of the options, that should take care of that.
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"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!

There is no higher price than 'free'.

"I won't die. I've been ordered not to die."
Bozwevial
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Developing a relaxed attitude to danger.


« Reply #8 on: June 07, 2009, 08:44:33 AM »

I see no major loopholes in that option. Barring healing hit point damage with it, which could be (mis)interpreted as a status effect that Heal can end. But then, if you just write in a certain amount of healing the Surge could grant as one of the options, that should take care of that.

I don't want to step on Iron Heart Endurance's toes. Besides, I'm not sure you could use "wounded" as a status effect, given that there's mechanically no difference between having all your hit points and having half of them...but yeah, I'd probably write in something to that effect.
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bkdubs123
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« Reply #9 on: June 08, 2009, 04:04:54 PM »

It has also been pointed out to me that every published tactical feat gives three tactical options. I wasn't aware of that. I'm starting to think something about these needs to be reconsidered...

As far as your rewrite of Iron Heart Surge is concerned, I like it, it's much better than the one WotC published. My only problem with Iron Heart Surge is that it seems heads and shoulders better than the 6th level Iron Heart Focus. I like the idea behind Iron Heart Surge, but I feel it is just too good for the amount you have need to invest it in (which is... nothing). So what do we do with it? I would do this, personally:

Iron Heart Surge
Iron Heart
Level: Warblade 3
Initiation Action: Swift
Range: Personal
Target: You
Duration: See text

Channeling your vitality, determination, and prowess into a defiant shout you gain a single additional saving throw against any effect currently affecting you, at the effect's original save DC. If your saving throw succeeds, you shrug off the effect entirely as if you had saved against the effect at the onset, and you gain a +2 bonus to all d20 rolls for 1 round. If the effect has a partial effect on a successful save, you ignore that effect. You may use Iron Heart Surge, even if the effect you are under doesn't normally allow you to take a swift action, however your turn ends after using it.
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RobbyPants
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« Reply #10 on: June 09, 2009, 10:12:50 AM »

It has also been pointed out to me that every published tactical feat gives three tactical options. I wasn't aware of that. I'm starting to think something about these needs to be reconsidered...
That's actually not technically true.  Most (probably over 95%) of them do.  I seem to remember one or two in Dungeonscape and/or Cityscape, and possibly Complete Mage that only had two maneuvers.

Granted, most of them do, and anytime I work on one, I try to give three options.
[/nitpick]
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My balancing 3.5 compendium
Elemental mage test game

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