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Creative Corner => Homebrew Archive => Homebrew and House Rules (D&D) => Tomb of Battle: The Book of Dead Warriors => Topic started by: Garryl on June 27, 2012, 07:41:23 AM

Title: Discussion and Suggestions
Post by: Garryl on June 27, 2012, 07:41:23 AM
Here's the thread for all of your discussion and suggestion needs.

Typos:
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Bugs and balance notes:
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Title: Re: Discussion and Suggestions
Post by: sirpercival on June 27, 2012, 08:41:45 AM
For the death knight:

How about a recovery mechanism based on taking damage?  Basically deal damage to self to recover a maneuver based on the maneuver's level... and then a feat to allow others to take the damage for you, but has to be willing.  Then you can perform neg energy maneuvers on yourself to heal.
Title: Re: Discussion and Suggestions
Post by: sirpercival on July 22, 2012, 11:35:34 PM
Undying Call should probably be Knowledge (Religion).

EDIT: and give the Death Knight access to Twin Soul, too.
Title: Re: Discussion and Suggestions
Post by: Garryl on July 23, 2012, 09:24:55 AM
Which one's Twin Soul? That's the one Prime made about working together with your animal companion/special mount/whatever, right?

I'm having a little trouble with the Death Knight, actually, as you can probably tell by all the mish-mashed ideas sitting in that post. I'll probably wind up doing most of them as ACFs for whatever I do settle on down the line. Right now I'm dissatisfied with the Knight's Challenge/Command thing because it's like an alternate resource and martial adepts should be focused on their maneuvers, right? Also along those lines, it eats up swift actions that the DK should be spending on boosts instead. Only, I still don't know what to replace it with. So I'm a little stuck.
Title: Re: Discussion and Suggestions
Post by: sirpercival on July 23, 2012, 11:00:31 AM
Which one's Twin Soul? That's the one Prime made about working together with your animal companion/special mount/whatever, right?
It seems I meant Twin Spirit (http://www.giantitp.com/forums/showthread.php?t=40991).  Mounted shenanigans by TDO.

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I'm having a little trouble with the Death Knight, actually, as you can probably tell by all the mish-mashed ideas sitting in that post. I'll probably wind up doing most of them as ACFs for whatever I do settle on down the line. Right now I'm dissatisfied with the Knight's Challenge/Command thing because it's like an alternate resource and martial adepts should be focused on their maneuvers, right? Also along those lines, it eats up swift actions that the DK should be spending on boosts instead. Only, I still don't know what to replace it with. So I'm a little stuck.
I'll take a look at it and brainstorm a little.
Title: Re: Discussion and Suggestions
Post by: Garryl on July 23, 2012, 02:20:46 PM
I don't see the mount as integral enough to the class for Twin Spirit to be applicable. The DK doesn't get it until 5th level, after all. Maybe for an ACF that shifts the mount to 1st level and gives some Domeskipper-like qualities to the maneuver use and recovery?

Also, the Knight's Command ACF will let you recover your maneuvers whenever you kill or destroy (dropping to 0/unconscious isn't enough) the target of your Hysteria.

There's going to be one ACF (Army of the Dead?) that trades away your mount for a skeletal cohort/comapnion at 1st level (and grants the Undead Leadership feat at 6th). I think that's the best place to the "recover by damaging your allies" recovery mode, where you have in and of yourself some willing souls ready to draw upon. Otherwise, it's a useless ability in a solo game, and I'd rather avoid that.

I love that I can think of all these wonderful ACFs for the Death Knight class. I hate that for all of the wonderful ACFs I can think of, I can't settle on one good baseline!
Title: Re: Discussion and Suggestions
Post by: sirpercival on July 24, 2012, 04:49:37 PM
OK, so here's some general notes/advice.

(a) If you're worried about schticks that are taking up actions that would be spent on maneuvers, make them powered by expending maneuvers, and have the effect be dependent on the maneuver level.  That way there's auto-scaling, and it's essentially a class feateuver.
(b) It seems like you have a bunch of ideas here.  My suggestion is: don't worry about fitting everything into one class and/or tacking on a bunch of ACFs.  Figure out what you want the class to be like, and then make a couple prestige classes, feat chains, or ACFs (or even another base class) which explore options.

Part of the problem is you have a glut of ideas for class features, but that's all it is right now -- a collection of cool class features.  So, here's what Death Knight means to me: a warrior who commands the power of undeath.  Oversimplification? Maybe, but look at everything that isn't in there.

Brainstormage (feel free to use all or none of this):
~Give what's essentially an undead animal companion from level 1.  You could literally have it just be a normal animal companion with one of the undead templates on it.  Then, make a 5-to-8-level prc that's enterable at level 3, and requires X ranks in Ride (and maybe Mounted Combat), which turns it into an undead mount.  Give access to mounted disciplines there.
~Keep the gradual type change and immunities.  It's a time-honored tradition, at least in Magipunk :P and it seems really integral to the flavor for me.
~What's the point of knight's command?  I think fear-based effects make more sense than drawing aggro.  Give immunity-piercing, and then have something like whenever you initiate a maneuver, the target has to make a save vs fear.  Let them swap a stance for a frightful presence effect.  Alternatively, make this a discipline (or use Stygian Nightmare).
~You have a discipline for short-term animation, cold&neg damage, and energy drain.  With the fear effects, that's basically all of a dread necro's fun, except for the ability to control long-term minions.  So for the other real ability, make it so you can choose (via paying some cost) to animate + control someone as you slay them.  Makes the class much scarier to go up against: you know that if you fall, the guy will make a mockery of your life by making you serve him past death.  They can only control X HD of creatures, which scales up, and also make more powerful minions.
Title: Re: Discussion and Suggestions
Post by: Garryl on July 24, 2012, 05:17:56 PM
I'm very hesitant around transformation into undead. It just has so many sweeping changes from the living types that I'm afraid of mucking things up. The loss of a Con score (for a melee combatant in particular) could very well make a level where the character becomes weaker instead of stronger. I'd love a hand with the transformation if you can lend one. I should probably also get my hands on a copy of Heroes of Horror so I can read how the Dread Necromancer does it, too.

Regarding Knight's Command, I thought I only picked out the three Knight's Challenges that I felt really fit. The +damage vs. a single opponent, the fear vs. weak foes, and the unkillable thing. Did I misread one of them?
   Part of the idea behind Knight's Command was making the anti-Knight (notice the same chassis, but very different focus). The other was that it fit well some of the WoW Death Knight ability names that were rattling around my head, so why not toss it in the pot and see how it tastes? Apparently not as good as I thought at the time.
Title: Re: Discussion and Suggestions
Post by: sirpercival on July 24, 2012, 05:25:56 PM
I will admit that I neither know WoW nor looked at the PhB2 Knight.  So take that part with a grain of salt...

And I would let them keep the Con score.  Take the cue from Lifetorn.  I'm happy to help w/ the transformation part.

EDIT: Even better.

Give them a progression of undead immunities and abilities.  At level 20, don't actually give them the Undead type.  Give the last of the immunities, and then let them count as being of the Undead type whenever it would be beneficial.  That way they can't be turned, but can still benefit from stuff.  Functionally undead.
Title: Re: Discussion and Suggestions
Post by: Amechra on July 27, 2012, 12:31:32 PM
Knight's Command: Just, you know, have them able to expend a maneuver to use it?
Title: Re: Discussion and Suggestions
Post by: Garryl on August 12, 2012, 03:26:01 PM
Just found this (http://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/paizo---antipaladin-archetypes/knight-of-the-sepulcher). Seems like a very good start to base the "turn into an undead" abilities off of.
Title: Re: Discussion and Suggestions
Post by: sirpercival on August 12, 2012, 03:44:18 PM
Just found this (http://www.d20pfsrd.com/classes/alternate-classes/antipaladin/archetypes/paizo---antipaladin-archetypes/knight-of-the-sepulcher). Seems like a very good start to base the "turn into an undead" abilities off of.

Yes, absolutely.

EDIT: Though I will say that I think it's better if you let them keep the Con score.  Removing an ability score at 20th which is so integral before then makes it tough to plan out your levels & gear.
Title: Re: Discussion and Suggestions
Post by: Garryl on August 12, 2012, 04:19:40 PM
I am in no way planning on flat-out removing their Con score. If I do (and I probably won't, it's too much hassle), I'd swap the relevant parts (Fort saves, HP) over to Cha by level 5.
Title: Re: Discussion and Suggestions
Post by: TravelLog on June 20, 2013, 03:06:00 AM
Ever coming back to this?
Title: Re: Discussion and Suggestions
Post by: Garryl on June 20, 2013, 10:30:19 AM
Possibly, but it won't be for a while even if I do. I'm mostly working on Power of Cybernetics these days when I do D&D homebrewing. I mostly forgot about this, actually.
Title: Re: Discussion and Suggestions
Post by: Garryl on April 06, 2014, 01:52:26 AM
I'm back for a bit. I've been grappling with the Death Knight class, so I decided to write a different class instead. Meet the Spirit Warrior (http://www.minmaxboards.com/index.php?topic=13129.0). I will come back to the Death Knight once I figure out what I actually want from it (the latest of which being just a Crusader ACF that exchanges all three standard disciplines, then maybe swaps out Steely Resolve, Furious Counterstrike, and Indomitable Soul for Cha to hp/level and Cha to Fort saves).
Title: Re: Discussion and Suggestions
Post by: Garryl on July 27, 2014, 11:43:25 PM
I had a very productive weekend working on this. Restless Bones and Frozen Night are nearly done, and are missing only a half-dozen maneuvers between them. Undying call is a bit further away, with a little over half of its maneuvers complete. The Death Knight class is nearly done. All of it's class features are in place. What's missing is the available mount lists for Death's Steed. And, while I was at it, I revised the Spirit Warrior to use some fancier tables.
Title: Re: Discussion and Suggestions
Post by: Garryl on July 29, 2014, 01:48:44 PM
The Returned template is complete.

Edit: Also added a post for amalgam damage, since many Undying Call maneuvers (spirit damage) and a few Frozen Night maneuvers (uttercold damage) use it.
Title: Re: Discussion and Suggestions
Post by: sirpercival on July 30, 2014, 10:05:32 AM
Bone Dance needs some clarification on whether the puppet has its own actions or not. It seems yes, but the "you control it like you would a limb" kinda belies that, given that each of your limbs does not get its own actions (though that would be awesome... lol). So clarify, pls :)

Returned template, maybe an ability which switches maneuver save DCs to Wisdom?

A couple typos in the Amalgam Damage post. Bludgeonging in three places, swapped notes for Spirit and Radiant (actually you should probably switch the other stuff to preserve alphabetical order)... also no slashing amalgams? What about, like, erosive (acid & slashing), or pneumatic (sonic & slashing)? Or something?
Title: Re: Discussion and Suggestions
Post by: Garryl on July 31, 2014, 10:16:17 AM
Thanks for the feedback. Typos corrected.

Defined Pneumatic as a sonic/magical slashing amalgam damage type. I have no intense desire to define names for every combination of damage types at this time. The name is just a common way to refer to specific amalgamations, so or single effects using a given combination no name is even needed, and any homebrew that wants to use some undefined combination can just make up its own name.

Clarified that Bone Dance has its own actions, and that it doesn't take equipment or transfer magic that's affecting you.

No plans to add maneuver DC shifting for Returned at present, although it sounds like a better idea the more I think about it.

Added a bunch more maneuvers. Hungering Cold in Frozen Night and Ethereal Step, Dispersion, Soul Barrier, Dark Command, Beyond the Veil, and Spirit Shift in Undying Call.
Title: Re: Discussion and Suggestions
Post by: Garryl on August 03, 2014, 06:17:24 PM
Frozen Night is officially complete. Added a maneuver (Snow Flurry), a stance (Ice Clamber), and changed Sapping Strike a bit (uttercold damage instead of cold, added the Darkness descriptor).
Title: Re: Discussion and Suggestions
Post by: Garryl on August 03, 2014, 10:57:40 PM
Undying Call is officially complete. Comments and critiques are welcome as always.
Title: Re: Discussion and Suggestions
Post by: Garryl on August 14, 2014, 12:52:42 AM
Posted martial ghost abilities and the Tomb of Battle magical location.

Restless Bones is just missing a 1st level maneuver and a 5th-6th level stance. I'm kinda stumped on both. Any ideas?
Title: Re: Discussion and Suggestions
Post by: sirpercival on August 14, 2014, 07:14:01 AM
Posted martial ghost abilities and the Tomb of Battle magical location.

Restless Bones is just missing a 1st level maneuver and a 5th-6th level stance. I'm kinda stumped on both. Any ideas?
1st-level counter that gives you a bonus to resist grapples, bull rushes, trips, etc. because it locks your joints and thickens your skeleton momentarily.
6th-level stance which gives you undead immunities? Or is that too strong? Or useless?

You haven't written up Army of the Dead yet, just FYI :)
Title: Re: Discussion and Suggestions
Post by: Garryl on August 14, 2014, 06:47:00 PM
Gaining most of the undead (or deathless) immunities is already an 8th-level stance in Undying Call.

I've tried a few different ideas with Army of the Dead, but I can't find anything that really feels right for a maneuver.
Title: Re: Discussion and Suggestions
Post by: Garryl on October 15, 2014, 03:25:55 PM
I finally finished Restless Bones, yay!
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 24, 2016, 12:20:10 PM
So...I just noticed that this was all finished.  Are you looking for any feedback?
Title: Re: Discussion and Suggestions
Post by: Garryl on February 24, 2016, 03:31:28 PM
Oh, yeah, I guess it is. (I always had it in mind to add some feats or something...)

I wouldn't mind a look over the Death Knight mount list. It was always a first draft with only a minor balance check (mostly sticking Nightmare at 17th level or higher due to Astral Projection). It's not that easy to quickly evaluate the rest of the mounts, especially after accounting for the Zombie/Skeleton templates. Also, the Fiendish Unicorn option might need an adjustment, if only to change its Magic Circle and Detect Evil abilities to be vs. good instead (otherwise the magic circle will protect its enemies against the unicorn's own attacks).

Also, I do have some ideas for feats. If you have any more, I'd love to hear them.
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Title: Re: Discussion and Suggestions
Post by: Nanshork on February 24, 2016, 04:30:48 PM
I'll go over everything then, why not.  I've turned into Strat's personal homebrew reviewer so I can do that for you also, I figure I've helped enough with other projects of yours to turn my attention tothis.

We'll start with the Death Knight.



I'm AFB, I'm going to assume the maneuver and stance progressions are appropriate.

The capstone could probably use Cha to Hp since it's a melee class.

Other than that it's a solid class, nothing exciting but it fills its theme well.


As for the mount list...

You should have some text about how undead steeds can't be turned while being ridden by the Death Knight (like in the Bone Knight (http://alcyius.com/dndtools/classes/bone-knight/index.html) PrC).

According to something I read (I'm AFB), DMG page 204 has paladin alternative mounts.  Paladins can get a Unicorn at 6 so Fiendish Unicorn at 8 isn't out of the question (although yeah you want some text saying that the anti-evil abilities are now anti-good).  You can also probably get away with having Nightmare as a lower level mount, just say it doesn't get the astral projection or etherealness abilities.  Say around 8 since that's when the other flying mounts come into play (that's a gut reaction).

Yeth Hound is pretty much superior to Hell Hound in all ways.

The megaraptor feels kind of forced.

I don't see any issue with the skeleton options, same with the zombie ones (zombies are only good as mounts, can't even get good combat options there). 
Title: Re: Discussion and Suggestions
Post by: Garryl on February 24, 2016, 05:54:02 PM
I'll go over everything then, why not.  I've turned into Strat's personal homebrew reviewer so I can do that for you also, I figure I've helped enough with other projects of yours to turn my attention tothis.

We'll start with the Death Knight.



I'm AFB, I'm going to assume the maneuver and stance progressions are appropriate.

Straight copy from Warblade, IIRC.

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The capstone could probably use Cha to Hp since it's a melee class.

It's already there (Dark Blessing). A little easy to miss, I suppose, since it's a one line thing right before this huge list of stuff.

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Other than that it's a solid class, nothing exciting but it fills its theme well.


As for the mount list...

You should have some text about how undead steeds can't be turned while being ridden by the Death Knight (like in the Bone Knight (http://alcyius.com/dndtools/classes/bone-knight/index.html) PrC).

Great idea. Will add.

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According to something I read (I'm AFB), DMG page 204 has paladin alternative mounts.  Paladins can get a Unicorn at 6 so Fiendish Unicorn at 8 isn't out of the question (although yeah you want some text saying that the anti-evil abilities are now anti-good).  You can also probably get away with having Nightmare as a lower level mount, just say it doesn't get the astral projection or etherealness abilities.  Say around 8 since that's when the other flying mounts come into play (that's a gut reaction).

Yeth Hound is pretty much superior to Hell Hound in all ways.

The megaraptor feels kind of forced.

I don't see any issue with the skeleton options, same with the zombie ones (zombies are only good as mounts, can't even get good combat options there).

So, shift the Yeth Hound down to 11th level, maybe? Looking at it (and paying more attention than just to the CR), it seems much better than a simple zombified flying mount would be at 8th level (DR 10/silver and an AoE fear effect, albeit with a low save DC).

Does a Nightmare without the spells sound right at 11th level? Similar reasoning to the Yeth Hound (great flight, concealment, minor debuffing). I might want to put the Cauchemar Nightmare (the CR 11 version of a Nightmare) at 17th or 20th level and leave it with its SLAs.

I think the megaraptor was just because it's the one skeleton pre-statted in the SRD that's even remotely appropriate as a mount. Also, I just like the imagery of riding a giant skeletal dinosaur. Plus, is it any weirder than a Paladin on a dire bat or a rhinoceros?

Edit: Also, megaraptors are on the Druid animal companion list. I'm thinking about looking at the animal companion list to help flesh out the higher level options.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 24, 2016, 06:44:25 PM
Yeah, I completely missed Dark Blessing.  I see it now.

Shifting Yeth Hound down and adding Nightmare to the same level works, they're both actually useful as more than just flying transportation.

I love the idea of a capstone mount! The skeleton dragon is a nice touch too.

There's nothing wrong with the megaraptor, it just jumped out at me.



Anything else before we move on to the next class?

Title: Re: Discussion and Suggestions
Post by: Garryl on February 24, 2016, 10:25:37 PM
Nothing of grave importance that I can think of. Aside from what we talked about just now, I also added an Ex-Death Knights section (become good, lose Fear Aura and the mount and you can't advance until you become non-good again, pretty boilerplate) and changed the mount's Multiattack so that zombies can get a 2nd attack, too, despite having that single actions only thing.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 25, 2016, 11:05:56 AM
Sounds good.  Time to move on to Spirit Warrior.


Actually, spirit warrior already looks good.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 25, 2016, 11:49:59 AM
On to disciplines.

There's a disparity in the number of maneuvers per level between the three disciplines.  I don't know if that needs adjusted or not.
Title: Re: Discussion and Suggestions
Post by: Garryl on February 25, 2016, 12:59:55 PM
They're all 2-4 maneuvers per level (except 9th), with a total of 23-25 maneuvers per discipline. TOB's about the same overall (Desert Wind has 27 maneuvers, Diamond Mind has 22, Iron Heart has 21, etc.) and per level (2-4 per level, except for 9th which has only 1 and for Devoted Spirit with 5 maneuvers at each of 5th and 6th level due to the 4 alignment variations).

Edit: Restless Bones had only 22 maneuvers when you looked at it, but I had some inspiration and wrote another. Coincidentally, it was while you were posting.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 25, 2016, 01:50:26 PM
Haha, nice.  Okay, I didn't realize that kind of thing was normal (afb again due to work).

Time to go over Restless Bones.


Bone dance could use a reference for the returned template.

I like Corpsecrafter.  Too bad you can't dual stance with Desecration.

Since you've got rushes you should probably copy the rush rules from whoever/wherever (I can't remember who on the board first homebrewed them).  Just a quick blurb about what a rush is, etc.



All in all I like it, it wasn't what I was expecting from the name but it works well as a debuff/control discipline and is very thematic.
Title: Re: Discussion and Suggestions
Post by: Garryl on February 25, 2016, 02:05:19 PM
Haha, nice.  Okay, I didn't realize that kind of thing was normal (afb again due to work).

Time to go over Restless Bones.


Bone dance could use a reference for the returned template.

You mean like a link to it?

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I like Corpsecrafter.  Too bad you can't dual stance with Desecration.

Can't have everything :(

I may need to find a way to add more temporary animation maneuvers, though. Without dual stances or anything, it looks like Desecration only innately works with Bone Puppet and Grave Walking. Great for supporting other necromancers in your party, though.

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Since you've got rushes you should probably copy the rush rules from whoever/wherever (I can't remember who on the board first homebrewed them).  Just a quick blurb about what a rush is, etc.

That would be me. (http://www.minmaxboards.com/index.php?topic=1191)

All three disciplines use rushes, so I'll just put a note and a link in the index, I think.

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All in all I like it, it wasn't what I was expecting from the name but it works well as a debuff/control discipline and is very thematic.

Thanks. Out of curiosity, what were you expecting from the name?
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 25, 2016, 02:57:55 PM
Haha, nice.  Okay, I didn't realize that kind of thing was normal (afb again due to work).

Time to go over Restless Bones.


Bone dance could use a reference for the returned template.

You mean like a link to it?
Or a book reference or whatever.  A quick google search didn't come up with anything so I'm not sure where it's from.

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I like Corpsecrafter.  Too bad you can't dual stance with Desecration.

Can't have everything :(

I may need to find a way to add more temporary animation maneuvers, though. Without dual stances or anything, it looks like Desecration only innately works with Bone Puppet and Grave Walking. Great for supporting other necromancers in your party, though.

More temporary animation maneuvers couldn't hurt.  Maybe higher level ones to give you better undead for short amounts of time?  I don't want to overload the discipline though.

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Since you've got rushes you should probably copy the rush rules from whoever/wherever (I can't remember who on the board first homebrewed them).  Just a quick blurb about what a rush is, etc.

That would be me. (http://www.minmaxboards.com/index.php?topic=1191)

All three disciplines use rushes, so I'll just put a note and a link in the index, I think.

Ahh, there we go then!  A note and link in the index would be perfect.

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All in all I like it, it wasn't what I was expecting from the name but it works well as a debuff/control discipline and is very thematic.

Thanks. Out of curiosity, what were you expecting from the name?


I was expecting an undead focused discipline all about making minions.  I don't know how you'd make that many skeleton and zombie focused maneuvers though.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 25, 2016, 03:20:33 PM
Undying Call

Is spirit damage spelled out anywhere?  Edit: It looks like it is in amalgam damage, I had to get to Essence Nova to spell it out.  Maybe make a note at the top that Spirit damage is amalgam damage?

The addition of healing maneuvers is interesting but not outside the scope of the theme, I wouldn't have thought of that.

Do all the temp hp you can gain stack with each other/ other temp hp?

The Deathless Resolve/ Undying Resolve dichotomy is interesting.





Title: Re: Discussion and Suggestions
Post by: Garryl on February 25, 2016, 03:59:31 PM
Returned Template is part of the Tomb of Battle collection. Ditto amalgam damage. They're both listed in the index (http://www.minmaxboards.com/index.php?topic=5840.0).

Adding sidebars to Undying Call and Frozen Night about amalgam damage. Also adding reminder text about the amalgam damage to those maneuvers that are missing it.

According to a quote of Rules Compendium, page 72 (http://www.minmaxboards.com/index.php?topic=1675.0), temp hp stacks as long as it's from different sources (which makes perfect sense to me). So to follow up with the important question, should all of those temp hp sources stack or should all of the different spirit damage strikes have their temp hp be mutually exclusive?
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 25, 2016, 04:23:24 PM
I missed the post about Returned, that's my bad.

I know that Amalgam damage is part of it, I just didn't realize that spirit damage is amalgam damage.  Adding the reminders is perfect.

I think that the simplest way to do it is that all temp hp from Undying Cold maneuvers overlap, any new temp hp gained completely replace existing ones.  However I could see temp hp from separate maneuvers stacking as an argument, it would just involve more paperwork. 

Looking at the "source material", temp hp from energy drain effects used by an undead creature don't stack with themselves so thematically it would make sense to have no temp hp stacking.
Title: Re: Discussion and Suggestions
Post by: Garryl on February 26, 2016, 12:10:49 AM
I think I'll leave it as letting the temp hp stack unless it proves to be imbalanced to have so many sources of temp hp or something. I'm not sure the bookkeping issue will be a problem (you'll very likely take some damage or finish the battle before you get to refreshing your maneuvers to use them again).

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Anything else about the maneuvers? If not, I think that just leaves the monsters and the Tomb of Battle magical location. Maybe also the amalgam damage mechanic if you have any comments about it or can pick out any holes.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 26, 2016, 01:15:33 PM
Well there's still a whole other discipline I haven't looked at yet. :p

And I'm willing to look at pretty much anything.

Frozen Night

I'm a little iffy on Icy Touch vs Icy Chains, mainly icy chains having no extra damage.  It just doesn't seem significantly better.


Everything else looks okay.
Title: Re: Discussion and Suggestions
Post by: Garryl on February 26, 2016, 02:29:17 PM
Whoopsie. I forgot about that there Frozen Night.

Probably worth adding an extra 1d6 or 2d6 damage to Icy Chains, then. Do note that Icy Touch entangles on a failed save and just damages on a successful one, but Icy Chains entangles regardless of the save (and also immobilizes on a failed save).
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 26, 2016, 02:46:36 PM
I did notice that, I just didn't think it was enough to account for the level difference.  It's quite possible I'm underestimating the crowd control value of Icy Chains, I'll admit that.
Title: Re: Discussion and Suggestions
Post by: Garryl on February 26, 2016, 03:49:25 PM
Well, I added 2d6 cold damage for now. It's definitely stronger than similar ToB maneuvers, but I think the general consensus is that most of said maneuvers are slightly on the weak side of things (at least compared to the strong ones everyone always recommends), so I'm not overly concerned. Maybe drop the bonus damage down to 1d6 if it's a concern. I don't think ~7 damage will make or break it either way for a maneuver accessible at level 7.

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Title: Re: Discussion and Suggestions
Post by: Nanshork on February 26, 2016, 05:36:43 PM
Fair enough, if you decide that the extra damage is too much I'll understand now that I've got a frame of reference.

Okay, onto the rest.

I have no extra comments on the location (apparently I corrected a typo long ago).

The ghost powers look alright although I know next to nothing about D&D ghost powers.

Tomb Guardian looks fine for its CR.

Returned looks fine.  As far as I can tell it's just a skeleton template if you want the target to retain Disciplines/Maneuvers?


Amalgam Damage:
It's pretty self-explanatory but there seem to be some odd gaps for no reason.  I'm only looking at combinations, not what makes sense or the names or anything else.

(This is in no particular order, just how I'm organizing my thoughts.)

You've got Negative/Positive, okay that makes sense.
Then there's Cold/Negative and Fire/Positive, opposites.
But then Acid/Negative all by itself for some reason.


On to straight energy types (acid, cold, fire, electricity, sonic).

There's only Sonic/Electricity, this makes sense thematically and I'm A-OK with it.
For the rest everything combines with everything but we don't get Cold/Electricity.


Next the Energy/Physical combos.

Sonic/Slashing is the only slashing combo.  Any particular reason?
And the only one not to get Bludgeoning is Electricity, again seems odd.
Cold/Piercing makes sense thematically, I can life with it.


Then there's Fire/Untyped (Mind-affecting).  That one just feels out of nowhere.
Title: Re: Discussion and Suggestions
Post by: Garryl on February 26, 2016, 06:28:22 PM
Fair enough, if you decide that the extra damage is too much I'll understand now that I've got a frame of reference.

Okay, onto the rest.

I have no extra comments on the location (apparently I corrected a typo long ago).

The ghost powers look alright although I know next to nothing about D&D ghost powers.

Tomb Guardian looks fine for its CR.

Returned looks fine.  As far as I can tell it's just a skeleton template if you want the target to retain Disciplines/Maneuvers?

That's the intent of Returned, yep. Skeleton martial adepts and fighters is all.

Quote
Amalgam Damage:
It's pretty self-explanatory but there seem to be some odd gaps for no reason.  I'm only looking at combinations, not what makes sense or the names or anything else.

(This is in no particular order, just how I'm organizing my thoughts.)

You've got Negative/Positive, okay that makes sense.
Then there's Cold/Negative and Fire/Positive, opposites.
But then Acid/Negative all by itself for some reason.


On to straight energy types (acid, cold, fire, electricity, sonic).

There's only Sonic/Electricity, this makes sense thematically and I'm A-OK with it.
For the rest everything combines with everything but we don't get Cold/Electricity.


Next the Energy/Physical combos.

Sonic/Slashing is the only slashing combo.  Any particular reason?
And the only one not to get Bludgeoning is Electricity, again seems odd.
Cold/Piercing makes sense thematically, I can life with it.


Then there's Fire/Untyped (Mind-affecting).  That one just feels out of nowhere.

Amalgam damage is something I'm using in a few different pieces of homebrew, so I'm trying to keep just a single version of it posted everywhere relevant (on my computer, I just have one file with a link/alias in all the project folders that use it). Think of it as a latest printing of a mechanic like how Swift and Immediate actions are repeated in nearly ever 3.5e supplement. Mindfire is in there because my Soulknife is using it. So here, yeah, it is out of nowhere. If it would feel more natural, I could add in some other variants (say, brainfreeze for cold, brainstorm for electricity, and mind melt for acid).

... although if I wasn't treating it as a shared document, it really would be clearer to just pare it down to the amalgam types actually used here (Uttercold and Spirit damage). That, um, that seems like a more reasonable option, yeah.

Lack of electricity/positive and cold/electricity are because I couldn't think up any good names/concepts for them. Ditto for the dearth of physical combos (cold is easy because it's ice, but how to you puncture or batter something with, say, electricity). Maybe "innervating" for electricity/positive?
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 26, 2016, 07:16:06 PM
I figured the amalgam damage was because you've only made it for your own classes that use it.

If you want some help with names and whatnot I'm willing to throw out some suggestions.  It doesn't need an overhaul, I just wanted you to know how random things seem to an outsider.
Title: Re: Discussion and Suggestions
Post by: Garryl on February 26, 2016, 08:51:30 PM
For now I'll just use the pared down version currently posted with just the amalgam types used here (uttercold and spirit). I've got a post in the general Homebrew and House Rules board for the concept as a whole.

If you want to toss around ideas, I'm still trying to think of some more low- to mid-level maneuvers for Restless Bones that could reasonably animate undead on a temporary basis (I'll leave the permanent animation to stances like Corpsecrafter and Bone Dance). I'm trying to avoid the obvious idea of just animating something as you kill it. It would be time consuming to stat out mid-combat if you're, say, turning the monster you just killed into a zombie.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 26, 2016, 08:58:06 PM
For now I'll just use the pared down version currently posted with just the amalgam types used here (uttercold and spirit). I've got a post in the general Homebrew and House Rules board for the concept as a whole.

Maybe link to the general post so people can look at it?
Title: Re: Discussion and Suggestions
Post by: Garryl on February 28, 2016, 01:29:55 AM
I've been trying to think of some more maneuvers that could make use of undead. Looking primarily for level 2-7 maneuvers that can summon undead or otherwise let you have undead fighting for you in a temporary manner. Corpsecrafter is already good for longer-lived skeletons and zombies.

Frozen Night
- Summon a Vasuthant (MM3, pg. 182) would fit for a Frozen Night maneuver, Vasuthants having a major anti-light shtick.
   - Malignant Shadows: Summon a Vasuthant until your next turn. It doesn't attack, but you can command it to use its Reality Distortion ability.

Restless Bones
- Summon a Boneclaw (MM3, pg. 17). It doesn't have any abilities beyond dealing damage, no utility. Give it a bonus on attack rolls equal to your IL and let it stay around for a few rounds (105 hp means it won't die to a random AoE) and it should fit for a 5th or 6th-level maneuver.
- Summon 8 Bonestings (Web (http://archive.wizards.com/default.asp?x=dnd/wn/20020327a), 3.0 material) in a ring surrounding the target. No more than one Bonesting can attack any given creature each round. Think HotS Witch Doctor's Zombie Prison. Give them bonus hp equal to your IL and likewise +IL to attack rolls. Bonestings are kinda neat as immobile things.

Also, I'm still trying to think up some discipline feats (or just general undeady ToB feats or class-related ones). And I'm also thinking about statting up Arthas Menethil (of Warcraft 3's era) for a sample Death Knight with Frostmourne as Frozen Night's discipline legacy weapon.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on February 28, 2016, 08:38:30 AM
Just on the subject of summoning undead monsters, I'll toss a pair in from the Ritual Warrior of mine, see if they spark anything for you.

Cadaver Column
The ritual-wielder calls to life the body of a dead foe, transforming it into a frightful pillar of labyrinthian flesh. Once per hit dice of the sacrifice, as a swift action that requires touching the corpse of a creature, the ritual-wielder may create a Cadaver Column (http://www.minmaxboards.com/index.php?topic=12871.0) out of a corpse.

Grasping Hands
The ritual-wielder forces a tiny piece of life back into a corpse, creating a pathetic mongrel that lies upon the ground in wait for foes. Once per hit dice of the sacrifice, as a swift action that requires touching the corpse of a creature, he may create a Starving Carcass (http://www.minmaxboards.com/index.php?topic=12872.0) out of the corpse.

I also have a few [Cold] subtype undead as a result of the Arhosa Ascending campaign, if you'd like a link.
Title: Re: Discussion and Suggestions
Post by: Garryl on February 28, 2016, 04:13:11 PM
Thanks for the offer. Those templates don't work for me, though. I really want to avoid the sort of mid-battle mass recalculation that goes with applying templates on the fly. That sort of stuff can really bog down a game. Bone Puppet and Grave Walking already make me nervous about it, I don't want to add even more.

I wouldn't mind taking a look at your other Arhosan undead, though. In particular, if you have any with a bone theme, those could potentially be good for Restless Bones.

Edit: I have three ideas for a Vasuthant-summoning Frozen Night maneuver. Which one sounds better?
Title: Re: Discussion and Suggestions
Post by: Stratovarius on February 28, 2016, 06:54:46 PM
I can understand. And it was more that the idea of summoning static undead as a kind of BFC might prompt a few ideas. Like a living Wall of Bone that attacks anything that comes near it and/or has regeneration. Or a wall/pillar of Ghast flesh that emits a horrible stink in squares around it. Something that recalls the iconic bit of an undead, but without the undead entirely being present. That kind of thing.

The two existing undead I have from Arhosa are the (Lesser) Frozen One (http://www.minmaxboards.com/index.php?topic=13996.0) and the (Lesser) Hailstone Magus (http://www.minmaxboards.com/index.php?topic=14058.0). They're both cold themed, so are probably better for a low-mid level Frozen Night maneuver than Restless Bones. There's also a number of blood-themed undead from Ritual Magic, but a lot of those are templates, and much less simple than the Starving Carcass/Cadaver Column pairing.

If you'd like me to cook any up for you, though, I'm always happy. I do love me some undead. :D
Title: Re: Discussion and Suggestions
Post by: Garryl on February 28, 2016, 07:16:44 PM
Oh, I'm already on the static undead track. Ever since I noticed Bonestings online (http://archive.wizards.com/default.asp?x=dnd/wn/20020327a), I've been trying to make something around summoning them in a wall or cage or something.
I'll probably wind up remaking them (rather than relying on unupdated 3.0e content) if I go with any of these. It'll also let me fine-tune their stats and abilities more appropriately to what I want for each maneuver.

If you have any ideas for undead that would work well with maneuvers (and/or the maneuvers they might work well with), I'd love to see what you come up with. Who knows? We might even come up with enough for another martial discipline, one focused entirely on summoning and creating undead!
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 28, 2016, 08:24:21 PM
You guys let me know when you want my input again.  :p
Title: Re: Discussion and Suggestions
Post by: Stratovarius on February 28, 2016, 08:36:35 PM
You guys let me know when you want my input again.  :p

Spellsong?  :D
Title: Re: Discussion and Suggestions
Post by: Stratovarius on February 28, 2016, 08:49:11 PM
  • Veil of Lashing Bones (strike 4th-5th): Summon up to 3 Bonestings in contiguous spaces. They gain bonus hit points equal to your IL and a bonus on attack rolls equal to your IL. No more than one Bonesting can attack the same target, so they may not all be able to attack. The Bonestings remain until the start of your next turn.
  • Cage of Wicked Bones (strike 6th-7th): Summon up to 8 Bonestings in spaces adjacent to target creature. If there are not enough open spaces, you cannot summon them all. They gain bonus hit points equal to your IL and a bonus on attack rolls equal to your IL. No more than one Bonesting can attack the same target, so they may not all be able to attack. The Bonestings remain until the start of your next turn.
Are you really worried about the Bonestings making multiple attacks? Because unlike the ToB strikes (at least off the top of my head), the attack bonus (and thus the likelihood of hitting) is going to be far lower, especially when you're taking about Cage of Wicked Bones. By then, with only a +6, unless you're buffing them using something else, there's monsters where unless they roll a 20 they aren't hitting. Now, if there's a really lucky round, they can certainly stack damage, but otherwise, I wouldn't be worried about it.

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If you have any ideas for undead that would work well with maneuvers (and/or the maneuvers they might work well with), I'd love to see what you come up with. Who knows? We might even come up with enough for another martial discipline, one focused entirely on summoning and creating undead!

I would have a blast creating that kind of discipline. Step 1 idea - Do you remember the different minor boosts in the back of Libris Mortis to create faste/hot/cold/etc. skeletons and zombies? Have something similar be the boosts for the discipline. So the 1st level strike summons a zombie human and the boost makes all zombies you summoned that round deal 1d6 extra fire damage.

Or switch it up, and have a discipline focused almost entirely on boosts. So the boost gives you the undead (say a Gnoll Skeleton to keep it simple). And then the strike is something like this "As part of this maneuver, make a single melee attack. If it hits, each undead summon you control deals an extra 1d6 damage if they hit the same target this round." Counters would be something like this "As an immediate action, you can leap behind an adjacent undead. Treat the attack against you as if it was made against that undead. In addition, take a 5 ft. step. You must remain adjacent to the attacked undead."
Title: Re: Discussion and Suggestions
Post by: Garryl on February 28, 2016, 09:32:57 PM
You guys let me know when you want my input again.  :p

Have we ever not wanted it?

  • Veil of Lashing Bones (strike 4th-5th): Summon up to 3 Bonestings in contiguous spaces. They gain bonus hit points equal to your IL and a bonus on attack rolls equal to your IL. No more than one Bonesting can attack the same target, so they may not all be able to attack. The Bonestings remain until the start of your next turn.
  • Cage of Wicked Bones (strike 6th-7th): Summon up to 8 Bonestings in spaces adjacent to target creature. If there are not enough open spaces, you cannot summon them all. They gain bonus hit points equal to your IL and a bonus on attack rolls equal to your IL. No more than one Bonesting can attack the same target, so they may not all be able to attack. The Bonestings remain until the start of your next turn.
Are you really worried about the Bonestings making multiple attacks? Because unlike the ToB strikes (at least off the top of my head), the attack bonus (and thus the likelihood of hitting) is going to be far lower, especially when you're taking about Cage of Wicked Bones. By then, with only a +6, unless you're buffing them using something else, there's monsters where unless they roll a 20 they aren't hitting. Now, if there's a really lucky round, they can certainly stack damage, but otherwise, I wouldn't be worried about it.

Emphasis on the "and a bonus on attack rolls equal to your IL". No point in summoning things with the ability to attack if they don't have a reasonable attack roll. Otherwise, you're just wasting the time of everyone at the table.

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If you have any ideas for undead that would work well with maneuvers (and/or the maneuvers they might work well with), I'd love to see what you come up with. Who knows? We might even come up with enough for another martial discipline, one focused entirely on summoning and creating undead!

I would have a blast creating that kind of discipline. Step 1 idea - Do you remember the different minor boosts in the back of Libris Mortis to create faste/hot/cold/etc. skeletons and zombies? Have something similar be the boosts for the discipline. So the 1st level strike summons a zombie human and the boost makes all zombies you summoned that round deal 1d6 extra fire damage.

Never read Libris Mortis, but that idea sounds fun.

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Or switch it up, and have a discipline focused almost entirely on boosts. So the boost gives you the undead (say a Gnoll Skeleton to keep it simple). And then the strike is something like this "As part of this maneuver, make a single melee attack. If it hits, each undead summon you control deals an extra 1d6 damage if they hit the same target this round." Counters would be something like this "As an immediate action, you can leap behind an adjacent undead. Treat the attack against you as if it was made against that undead. In addition, take a 5 ft. step. You must remain adjacent to the attacked undead."

It would need something else for 1st-level maneuvers. A boost that summons a creature to do much more than just be a flank buddy is definitely level 2 at least. You might get away with it as a 1st-level boost if it doesn't do anything on its own, but still stays around long enough for a strike like Flanking Maneuver (WR 5) or Swarming Assault (WR 7) to trigger a minor attack from it. That said, I think the strikes doing the summoning and the boosts mostly just giving bonuses is the better way to go, at least for the lower-level maneuvers.

For that sort of counter, instead of a 5-foot step, I'd just swap positions and copy the wording from Clever Positioning (SS 2).
Title: Re: Discussion and Suggestions
Post by: Stratovarius on February 29, 2016, 07:03:05 AM
Emphasis on the "and a bonus on attack rolls equal to your IL". No point in summoning things with the ability to attack if they don't have a reasonable attack roll. Otherwise, you're just wasting the time of everyone at the table.

Well that was me being blind. What happens with AoOs? Does that still run into the 1 bonesting limit? Because I could see it being interpreted as voluntary attacks vs all attacks.

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Never read Libris Mortis, but that idea sounds fun.

Here's a sample. (LM 162)

Fiery Skeleton
A fiery skeleton burns with unquenchable flame. Variants of the fiery skeleton include the lightning skeleton (deals electricity damage, immunity to electricity) and the frost skeleton (deals cold damage, immunity to cold).
Attack: A fiery skeleton’s natural attacks deal an additional 1d6 points of fire damage.
Special Qualities: Fiery skeletons have immunity to fire, but do not have immunity to cold.
CR Adjustment: +1/2

So the boost would be something like this (first run, obviously)
Elemental Infusion
The Dead Walk (Boost) [See below]
Level: The Dead Walk 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 minute
Saving Throw: None
When you initiate this maneuver, choose, Acid, Cold, Electricity, or Fire. For the duration of this maneuver, any undead you create gain this subtype, replacing any normal elemental immunity with immunity to the chose element, and dealing 1d6 damage of the appropriate type on each of their natural attacks.

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It would need something else for 1st-level maneuvers. A boost that summons a creature to do much more than just be a flank buddy is definitely level 2 at least. You might get away with it as a 1st-level boost if it doesn't do anything on its own, but still stays around long enough for a strike like Flanking Maneuver (WR 5) or Swarming Assault (WR 7) to trigger a minor attack from it. That said, I think the strikes doing the summoning and the boosts mostly just giving bonuses is the better way to go, at least for the lower-level maneuvers.

Eh, I don't know, a CR 1/2 or 1/4 skeleton showing up for one round isn't that big a deal at 1st level. Especially a zombie with their limited actions. Especially if you use a strike that would have you give up your standard action that round, basically handing it over to the summon instead. It would be kind of interesting to see an initiator who mostly strikes from the back, avoiding being in actual melee combat and letting his minions do the work for him.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 29, 2016, 10:33:55 AM
Another option for boosts would be to create special undead like in Libris Mortis. 

So a boost that has to be used when you use your create undead maneuver to add the template.

There are variant ghosts, liches, skeletons, vampires, and zombies.

Skeleton Variants
Fiery Skeleton (Strat went over that)
Nimble Skeleton (+4 Dex and gain climb speed; CR + 1/2)
Soldier Skeleton (Bonus to attack and AC for having other soldier skeletons near, Weapon Focus and Combat Reflexes bonus feats; CR + 1/2)
Vicious Skeleton (More claw damage, claw rend, Imp Crit on claw; CR + 1)

Zombie Variants
Bloodthirsty Zombie (Gain bite attack, blood drain, Imp Crit bite; CR +1)
Diseased Zombie (Spreads filth fever; CR + 1/2)
Fast Zombie (Faster speed, can run, gain AC, can take a normal round's worth of actions; CR + 1/2)
Hunting Zombie (Scent, track feat, Wisdom of 14, Spot and Listen skills; CR + 1/2)
Unkillable Zombie (More HP, Fast healing; CR + 1)
Title: Re: Discussion and Suggestions
Post by: Stratovarius on February 29, 2016, 10:57:02 AM
Honestly, between those different boosts (of which there are 9 right there), a few other maneuvers, and a fair bit of undead summoning strikes, that could pretty much be a discipline right away. Wouldn't be very hard to put together at least a basic run at things. Rather tempted to give it a shot sometime today, if it sounds like a good idea.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 29, 2016, 10:59:48 AM
I was about to say "A necromancer based around maneuvers instead of spells, I like it!" but I obviously like the idea, that's why I'm here.   :p
Title: Re: Discussion and Suggestions
Post by: Stratovarius on February 29, 2016, 11:38:05 AM
The Dead Walk

Skill: Knowledge (Religion)

Level 1 Maneuvers
(click to show/hide)
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 29, 2016, 01:24:09 PM
Definitely looks interesting so far.
Title: Re: Discussion and Suggestions
Post by: Garryl on February 29, 2016, 01:47:14 PM
Emphasis on the "and a bonus on attack rolls equal to your IL". No point in summoning things with the ability to attack if they don't have a reasonable attack roll. Otherwise, you're just wasting the time of everyone at the table.

Well that was me being blind. What happens with AoOs? Does that still run into the 1 bonesting limit? Because I could see it being interpreted as voluntary attacks vs all attacks.

Dunno. It's one of the things to figure out.

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Never read Libris Mortis, but that idea sounds fun.

Here's a sample. (LM 162)

Fiery Skeleton
A fiery skeleton burns with unquenchable flame. Variants of the fiery skeleton include the lightning skeleton (deals electricity damage, immunity to electricity) and the frost skeleton (deals cold damage, immunity to cold).
Attack: A fiery skeleton’s natural attacks deal an additional 1d6 points of fire damage.
Special Qualities: Fiery skeletons have immunity to fire, but do not have immunity to cold.
CR Adjustment: +1/2

So the boost would be something like this (first run, obviously)
Elemental Infusion
The Dead Walk (Boost) [See below]
Level: The Dead Walk 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: 1 minute
Saving Throw: None
When you initiate this maneuver, choose, Acid, Cold, Electricity, or Fire. For the duration of this maneuver, any undead you create gain this subtype, replacing any normal elemental immunity with immunity to the chose element, and dealing 1d6 damage of the appropriate type on each of their natural attacks.

Terminology nitpick. Elements refer to air/earth/fire/water. It's energy you want for acid/cold/electricity/fire/sonic.

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It would need something else for 1st-level maneuvers. A boost that summons a creature to do much more than just be a flank buddy is definitely level 2 at least. You might get away with it as a 1st-level boost if it doesn't do anything on its own, but still stays around long enough for a strike like Flanking Maneuver (WR 5) or Swarming Assault (WR 7) to trigger a minor attack from it. That said, I think the strikes doing the summoning and the boosts mostly just giving bonuses is the better way to go, at least for the lower-level maneuvers.

Eh, I don't know, a CR 1/2 or 1/4 skeleton showing up for one round isn't that big a deal at 1st level. Especially a zombie with their limited actions. Especially if you use a strike that would have you give up your standard action that round, basically handing it over to the summon instead. It would be kind of interesting to see an initiator who mostly strikes from the back, avoiding being in actual melee combat and letting his minions do the work for him.

Compare something that summons even the most useless of monsters for 1 round to Distracting Ember (DW boost 1). You'd get the flanking during your turn, but even without attacking the monster also provides some BFC just by occupying a space, preventing enemies from moving through it unless they spend an attack to destroy it. I'm not going to claim that Distracting Ember is some super power maneuver for its level or anything, but the baseline power level of a swift action at 1st level is really easy to overdo.

As I said, strikes are the better way to go if you want to summon something, especially at low levels.

The Dead Walk

Looks mostly good. Sacrificial Minion needs to explicitly state that the attack gets (or can get) redirected against the undead you swap places with instead of being lost entirely if you're no longer in range.

Allegiance Eternal's duration boost is too powerful with short-duration summoning maneuvers. If a stance can multiply the effects of your strikes by 2-6, it or a similar option will to be functionally mandatory. Either the summons will be too strong with 2-6 rounds of attacks and abilities and clogging up the battlefield, or they'll be too weak with only 1 round to be worth using (or both). The damage and AC bonus looks fine, though. If it was just +damage and +AC, I might even argue it to be slightly weak compared to some of the White Raven stances (+IL damage when charging, +IL/2 damage when flanking).
Title: Re: Discussion and Suggestions
Post by: Stratovarius on February 29, 2016, 02:52:04 PM
Looks mostly good. Sacrificial Minion needs to explicitly state that the attack gets (or can get) redirected against the undead you swap places with instead of being lost entirely if you're no longer in range.

Allegiance Eternal's duration boost is too powerful with short-duration summoning maneuvers. If a stance can multiply the effects of your strikes by 2-6, it or a similar option will to be functionally mandatory. Either the summons will be too strong with 2-6 rounds of attacks and abilities and clogging up the battlefield, or they'll be too weak with only 1 round to be worth using (or both). The damage and AC bonus looks fine, though. If it was just +damage and +AC, I might even argue it to be slightly weak compared to some of the White Raven stances (+IL damage when charging, +IL/2 damage when flanking).

Put it into its own post, and done a little fiddling as well as adding level 2. Sacrificial Minion has extra text to deal with exactly what happens with attacks and spells. Allegiance Eternal renamed Iron Fist of Command, and changed a bit to +Atk, AC, Dam.

There's also a few later level boosts kicking around. Not entirely sure I like them. Also need to start adding in requirements once I get to higher level maneuvers.
Title: Re: Discussion and Suggestions
Post by: Nanshork on February 29, 2016, 03:26:46 PM
I'll hold off on comments until it's more fleshed out.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on February 29, 2016, 05:41:24 PM
I'll hold off on comments until it's more fleshed out.

It's done. Until the edits come on in, anyway.  :plotting
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 02, 2016, 07:45:45 AM
Really thinking of swapping out the Allegiance pair as being too potentially broken. And replacing them with some bigger undead boosters. Thoughts?
Title: Re: Discussion and Suggestions
Post by: Nanshork on March 02, 2016, 10:51:54 AM
The Dead Walk

Of course you had to come in here and take my attention away from Garryl's homebrew.  :p

Also I see you're pimping out your weapons.

Energy Infusion has a type, says chose instead of chosen.

Sacrificial Minion should say to choose an undead within range. 

Actually, all the undead creation boosts should say that the undead permanently gain the whatever ability just for clarification.


Damn, got to go.  For reference I got to Rotten Flesh (not far I know).

Title: Re: Discussion and Suggestions
Post by: Nanshork on March 02, 2016, 01:44:47 PM
Time for the rest.

Sacrificial minion didn't get the edit I advised.

Distracting burst needs a duration and you should specify that the undead is destroyed.

Swelling Corpse needs a duration.

Some of the undead creation strikes say that directing the undead is part of the strike, others don't.  You should standardize.

You should put everything in alphabetical order. :p
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 02, 2016, 02:09:03 PM
Sacrificial Minion doesn't need it. Spells/Abilities automatically assume targets are in range. There are tons of examples in the SRD, just to start.

Distracting Burst updated.

Swelling Corpse has a duration. That's why it says "Duration: 1 Round". :bigeyes

All of the undead strikes direct the undead. Some of them are explicit, others leave it up to the initiator's choice. Depends on the strike. Limiting the actions available to the undead is part of sticking a creature into a given strike level.

It's in alphabetical order, by level. Which is how I like to sort things these days. :P
Title: Re: Discussion and Suggestions
Post by: Nanshork on March 02, 2016, 03:01:36 PM
Just because the SRD is poorly written doesn't mean that I think it is acceptable.  You should know that by now.  :p

As for swelling corpse, I just assumed you wrote a duration and meant permanent like with the others.

Your lack of standardization is weird, as is your organizing. :P
Title: Re: Discussion and Suggestions
Post by: Garryl on March 02, 2016, 03:20:37 PM
When do the undead act? Summon Monster and the like specify that the summoned creatures act on your turn. Do you have to roll initiative for each undead you make?

Also, are the undead called, summoned, created, or what? I'm guessing that it's a creation thing, but it's ambiguous. Crumbling to dust seems to imply they were created, but some of the stances indicate summoning.

At the end, when they crumble to dust, are the undead destroyed? Does that trigger things like Death Throes and Consumptive Field? (Side note: I have the same question about dissipating Astral Constructs.)

Many of the undead-makers say the undead appears adjacent to you, but they still have a significant range that consequently seems to be unused.

Discipline the Lost can get silly with Combat Reflexes. One undead hits, enables provoking an AoO from another, who hits and enables another AoO, etc. Even if the undead themselves don't have Combat Reflexes, just having 2 undead attacking someone can provoke 4 AoOs for one of your allies.

Question: Do you control yourself? If you are undead, could you not benefit from Necrotic Frenzy and all those other maneuvers and stances that boost undead under your control? If not, do you just need to cast a Command Undead spell on yourself (which, actually, might not be a bad idea in general to better resist if someone else tries to command you)?

Most, if not all, of The Dead Walk maneuvers should be supernatural.

Just because the SRD is poorly written doesn't mean that I think it is acceptable.  You should know that by now.  :p

As for swelling corpse, I just assumed you wrote a duration and meant permanent like with the others.

Your lack of standardization is weird, as is your organizing. :P

I'm with Nanshork.

Also on that note, Dessicator's Breath's wording is weirdly in between what you'd expect from a permanent modification to undead you create and a permanent modification to undead already under your control.

Edit: Regarding organization, I can go either way, since this is an electronic medium with a search function. Sorting by level then by name makes it a little more intuitive when skimming it for the first time after reading the summaries that are also organized that way, but after that alphabetical makes it easier to find what you're looking for.
Title: Re: Discussion and Suggestions
Post by: Nanshork on March 02, 2016, 04:07:41 PM
Quote from: Garryl
Question: Do you control yourself? If you are undead, could you not benefit from Necrotic Frenzy and all those other maneuvers and stances that boost undead under your control? If not, do you just need to cast a Command Undead spell on yourself (which, actually, might not be a bad idea in general to better resist if someone else tries to command you)?

Wait, this is a thing you can do?  I don't know how to feel about that.
Title: Re: Discussion and Suggestions
Post by: Garryl on March 02, 2016, 04:24:58 PM
Quote from: Garryl
Question: Do you control yourself? If you are undead, could you not benefit from Necrotic Frenzy and all those other maneuvers and stances that boost undead under your control? If not, do you just need to cast a Command Undead spell on yourself (which, actually, might not be a bad idea in general to better resist if someone else tries to command you)?

Wait, this is a thing you can do?  I don't know how to feel about that.

I seem to recall something about if multiple casters control the same creature, whoever wins an opposed check (Charisma check?) gets control for the round. So if you magically have control over yourself, you'd get said opposed check if someone manages to charm or dominate you or whatever. I can't remember where I saw it though. It might have been an FAQ, or in the Rules Compendium, or just somewhere in the SRD that I don't remember.

Edit: Found it. It's under Multiple Mental Control Effects (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#combiningMagicalEffects).
Title: Re: Discussion and Suggestions
Post by: Nanshork on March 02, 2016, 04:29:45 PM
Quote from: Garryl
Question: Do you control yourself? If you are undead, could you not benefit from Necrotic Frenzy and all those other maneuvers and stances that boost undead under your control? If not, do you just need to cast a Command Undead spell on yourself (which, actually, might not be a bad idea in general to better resist if someone else tries to command you)?

Wait, this is a thing you can do?  I don't know how to feel about that.

I seem to recall something about if multiple casters control the same creature, whoever wins an opposed check (Charisma check?) gets control for the round. So if you magically have control over yourself, you'd get said opposed check if someone manages to charm or dominate you or whatever. I can't remember where I saw it though. It might have been an FAQ, or in the Rules Compendium, or just somewhere in the SRD that I don't remember.

Edit: Found it. It's under Multiple Mental Control Effects (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#combiningMagicalEffects).

You don't tell me what to do, I tell me what to do!

 :lmao
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 02, 2016, 06:01:41 PM
Changed undead to be explicitly summoned and effects to only apply to summoned undead.

All maneuvers are supernatural.

Range removed from undead who appear next to you.

Duration of permanent boosts changed to Instant.

Discipline the Lost fixed. I'd accidentally removed a line that shouldn't have been.

Few other minor clean-ups.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 02, 2016, 07:59:39 PM
Quote from: Garryl
Question: Do you control yourself? If you are undead, could you not benefit from Necrotic Frenzy and all those other maneuvers and stances that boost undead under your control? If not, do you just need to cast a Command Undead spell on yourself (which, actually, might not be a bad idea in general to better resist if someone else tries to command you)?

Wait, this is a thing you can do?  I don't know how to feel about that.

I seem to recall something about if multiple casters control the same creature, whoever wins an opposed check (Charisma check?) gets control for the round. So if you magically have control over yourself, you'd get said opposed check if someone manages to charm or dominate you or whatever. I can't remember where I saw it though. It might have been an FAQ, or in the Rules Compendium, or just somewhere in the SRD that I don't remember.

Edit: Found it. It's under Multiple Mental Control Effects (http://www.d20srd.org/srd/magicOverview/castingSpells.htm#combiningMagicalEffects).

You don't tell me what to do, I tell me what to do!

 :lmao

This is such a weird idea, casting a dominate spell on yourself so no one else can dominate you. How does that even work? You end up in a recursive loop of "I have to tell myself to act so I can tell myself to act." It's turtles all the way down...  :twitch
Title: Re: Discussion and Suggestions
Post by: Garryl on March 03, 2016, 01:02:23 AM
I made some small updated to Frozen Night and added the Vasuthant-summoning boost to it. I'm going a little overboard on restatting Bonespikes, too. I'm planning to make a few of them of different varieties. For my immobile bone spires, I'm planning to use the following abilities (adjusted from PoC turrets (http://www.minmaxboards.com/index.php?topic=8829.msg259913#msg259913)).

Bunker: Each bone spire has a base of necromantically empowered bone. A spire can extend itself from this base or retract back into it as a standard action that provokes an attack of opportunity.

While retracted, the bone spire like a turtle hiding within its shell, hidden and protected from attack. However, the spire it unable attack or interact with anything outside its base. It has improved cover (+8 to AC, +4 on Reflex saves, and the equivalent of Improved Evasion), hardness 6 (reducing the damage from any source by 6), and takes half damage from all ranged attacks before applying hardness. A DC 20 Spot check is required to notice that the spire's base is more than just a pile of bone. This may increase to 25 or 30 depending on how well the spire's base is hidden or camouflaged within the surrounding terrain. While retracted, other creatures can move through the bone spire's space, but it counts as difficult terrain.

Emplaced: Bone spires are usually built into the surrounding fortifications. Until they are destroyed, they cannot move or be moved from their space separately from the object, vehicle, or structure to which they are attached. Even magical movement and teleportation is ineffective. Some bone spires have a limited ability to move across the surface of the fortification to which they are attached.

Because emplaced bone spires are immovable, certain attack forms function differently against them. An emplaced bone spire cannot be knocked prone. Bull rush, overrun, and trip attempts against them automatically fail. A bone spire can be grappled, but not pinned, and remains grappled only while the grapple remains in its space; consequently, a creature with Improved Grab cannot pull the bone spire into its space and must move into the bone spire's space in order to maintain the grapple. A bone spire cannot be swallowed whole. A bone spire can be engulfed, but only while the engulfing creature occupies its space.

An emplaced bone spire must be animated at the location it is to be emplaced.

An emplaced bone spire attached to a vehicle uses that vehicle's effective Dexterity score or its own, whichever is higher.

This is such a weird idea, casting a dominate spell on yourself so no one else can dominate you. How does that even work? You end up in a recursive loop of "I have to tell myself to act so I can tell myself to act." It's turtles all the way down...  :twitch

Self: Me! Act normally, and try not to drool too much.
Self: Okie dokie!
Title: Re: Discussion and Suggestions
Post by: Nanshork on March 03, 2016, 10:20:56 AM
Sounds like you've got some interesting ideas with the bonespikes.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 07, 2016, 01:24:40 PM
Bunker: Is it possible to destroy the bunker? Or is it considered part of the creature?

Emplaced: I'm getting the image of a bunch of them attached to the outside of a vehicle flailing away as it drives through things, like an undead version of an Ork Deffrolla.

Also, I'll be taking another pass at The Dead Walk shortly - it needs requirements added, among other things.

Edit: Pass done, requirements added. Unless you two have more suggestions, the only last thing I'm thinking about doing is pulling out the Allegiance X maneuvers and swapping in two replacements.
Title: Re: Discussion and Suggestions
Post by: Garryl on March 08, 2016, 02:34:18 AM
Bone spires and the trio of Restless Bones maneuvers that use them are up.

Bunker: Is it possible to destroy the bunker? Or is it considered part of the creature?

Part of the creature.

Quote
Also, I'll be taking another pass at The Dead Walk shortly - it needs requirements added, among other things.

Edit: Pass done, requirements added. Unless you two have more suggestions, the only last thing I'm thinking about doing is pulling out the Allegiance X maneuvers and swapping in two replacements.

I agree with replacing the duration extenders.

I'd also suggest swapping the attack and damage bonuses of Iron Fist of Command (and maybe baking in the lost +5 on minions' attack rolls into the maneuvers that summon them if you were balancing around it). That's a particularly large attack roll bonus, especially compared to the damage bonus (which are usually larger).

The strikes, especially the low-level ones, really need some sort of scaling built in so that they aren't 95% useless at higher levels.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 08, 2016, 08:11:42 AM
Cage of Wicked Bones - As currently constructed, what's the benefit of summoning stinging spires? The only one I can think of is stacking bleeding, but that presumes they can punch through DR, and that you're fighting a creature that can bleed.

Spire/Veil - These strike me as fairly weak, as they both basically replace using an actual strike for that round, but with a possibly lower attack bonus and almost certainly less damage. In addition, they don't have the kind of rider effects that equivalent level strikes do. Bone Puppet vs Veil, for instance.

So, Iron Fist has a deliberately high attack bonus for exactly that scaling reason - at higher levels, using Necrotic Frenzy is clearly better if the initiator is sticking to just the top category of strikes. On the other hand, I could bake in something like "When summoned, the undead receives a bonus on its attack rolls and additional hit points equal to your initiator level minus the maneuver level." Which at least reduces the bonus for the big hitters at the top.

But you're right that the baby monsters are just rubbish by high levels - they don't scale at all right now. I'll keep thinking on how to sort that.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 08, 2016, 05:18:30 PM
Ideas for Boosts to replace Allegiance X:

5th level boost - Undead natural attacks deal damage as if they were one category larger, cause living foes to be shaken on a critical hit, and improved critical for all their natural attacks.
8th level boost - When using an undead-summoning strike, you may use another undead summoning strike of maneuver level half or less (round down).
Title: Re: Discussion and Suggestions
Post by: Nanshork on March 08, 2016, 05:44:35 PM
Garryl

I like the new maneuvers and have no extra input on the bone spires.


Strat

I am still rolling my eyes at Sacrificial Minion. :p

I think that your undead summoning maneuvers can take a lesson from Garryl's spire maneuvers.

Quote
The lashing spires gain a bonus on their attack rolls and gain additional hit points equal to your initiator level. You can direct them not to attack, to attack particular enemies, or to perform other actions, as part of initiating this maneuver.

Emphasis mine.  A) It will remove all questions about what kind of action it takes to command the undead and what initiative count they act on (I like being as specific as possible, I've seen the madness that comes with any rules that smack of vagueness).  B) It will help with the scaling issue.

I'm iffy on the 5th level boost but I like the concept the 8th level one (offhand unsure of exact balance as written).

Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 08, 2016, 06:29:52 PM
I think that your undead summoning maneuvers can take a lesson from Garryl's spire maneuvers.

Quote
The lashing spires gain a bonus on their attack rolls and gain additional hit points equal to your initiator level. You can direct them not to attack, to attack particular enemies, or to perform other actions, as part of initiating this maneuver.

I am aware of this. The immediately previous post in the thread includes this: :P

On the other hand, I could bake in something like "When summoned, the undead receives a bonus on its attack rolls and additional hit points equal to your initiator level minus the maneuver level." Which at least reduces the bonus for the big hitters at the top.

Quote
I'm iffy on the 5th level boost but I like the concept the 8th level one (offhand unsure of exact balance as written).

It's the vicious skeleton boost from Libris Mortis' Variant Undead rule, with the Death Master feat effectively swapped in for the Rend special attack, as a number of the summoned undead don't really qualify for Rend. According to WotC, it's worth +1 CR, so about the same as the other boosts I've borrowed from the Variant Undead.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 09, 2016, 06:41:30 AM
Changes made:

Savaging Claws added (5th level)
Death Begets Death added (7th level)
Swelling Corpse moved (5th -> 6th level)

(click to show/hide)
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 16, 2016, 07:44:02 PM
To keep the hijack going...

Thinking the feat would be something like this "You receive a +2 bonus to saves and armour class for each undead monster you have summoned." Debating whether it should add DR as well.

Ideas for a second, tactical, feat - burn move action to move undead, adjacent undead act as bodyguards (see Warchief), if an undead strike kills someone, summon another, much lesser undead, undead can reduce damage dealt to transfer some hp based on damage to you...
Title: Re: Discussion and Suggestions
Post by: Nanshork on March 28, 2016, 05:52:45 PM
So, are you two done?   :p
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 28, 2016, 06:15:33 PM
Nope. Definitely WIP here.
Title: Re: Discussion and Suggestions
Post by: Garryl on March 28, 2016, 11:41:21 PM
I'm done. Well, with this, anyways. I'm doing a little work on ToB for constructs (http://www.minmaxboards.com/index.php?topic=243.500;msg=249969) (this having been ToB for undead).
Title: Re: Discussion and Suggestions
Post by: Nanshork on March 29, 2016, 10:48:12 AM
Make a sub-board whenever you're ready for feedback and I'll dig through it.
Title: Re: Discussion and Suggestions
Post by: Garryl on March 29, 2016, 06:43:39 PM
I'm stalled with what's currently there, and until I have more there's no real point in making a dedicated thread for it. I'm still in the searching for ideas stage.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on March 29, 2016, 11:29:42 PM
Bond of the Dead
Prerequisites: Int 13, one The Dead Walk maneuver
Benefit: You receive a +2 bonus to saves and armour class, and damage reduction 2/- for each undead creature you have summoned using a The Dead Walk maneuver. If you have multiple summons, these benefits stack with themselves.

Walk By My Side
Prerequisites: Bond of the Dead, Base attack bonus +6, two The Dead Walk maneuvers
Benefit: The Walk By My Side feat enables the use of three tactical options.
Controlling Hand: By using your move action, an undead creature you have summoned via a The Dead Walk maneuver is teleported from its current position to a square of your choosing, no more than 30 ft from you. The square must be unoccupied, and it must not present any danger to the teleported creature.
Claws of the Undying: If a creature is struck on two consecutive rounds by an undead creature you have summoned via a The Dead Walk maneuver, all subsequent attacks against that creature are treated as if affected by the Improved Critical feat.
Sacrificial Pawn: Once per round, if you are hit by an attack, you may make a DC 15 Reflex save to have that attack affect an adjacent undead creature you have summoned via a The Dead Walk maneuver instead. The attack is treated as though it had hit the chosen undead instead of you, regardless of the undead's Armor Class or any other defensive effects. An undead may not be a sacrificial pawn if it is dazed or otherwise unable to act.

Also updated The Dead Walk general rules.

Finally, thinking of replacing Dessicator's Breath maneuver.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on May 04, 2016, 10:44:31 PM
I've cleaned up The Dead Walk a little, moved the feats into it, and am otherwise calling it good and done.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 09, 2016, 04:01:37 PM
Are the Death Knight ACF's going to be finished or scrapped?
Title: Re: Discussion and Suggestions
Post by: Garryl on May 09, 2016, 04:36:24 PM
Are the Death Knight ACF's going to be finished or scrapped?

I might do something with them after I finish/give up on/take a break from Gears of War. It's not a high priority.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 09, 2016, 08:50:04 PM
Fair enough.  I'm just asking because I might play a Death Knight.  :p
Title: Re: Discussion and Suggestions
Post by: Garryl on May 10, 2016, 12:35:52 AM
You just made me make one of the ACFs I had notes on. I hope you're happy. /pout
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 10, 2016, 10:30:26 AM
Don't worry, I am.   :D

The bonuses from Hysteria are minor, but Deadly Touch is pretty minor at low levels so that evens out.

I like the flavor behind Motivate Through Fear.

Rejected by Death should have some text about how it interacts with being undead at 20th level and being destroyed at 0 hp.

Title: Re: Discussion and Suggestions
Post by: Garryl on May 10, 2016, 11:23:08 AM
I like the flavor behind Motivate Through Fear.

It's all evil versions of the PHB2 Knight's Challenge.
- Challenge a foe? Channel your hatred!
- Challenge your enemies? Piss them all off!
- Inspire your allies? Remind them that they should have feared you more!
- Intimidate your enemies? Intimidate your enemies harder!
- Force of will? Force of hatred!
- Cling to life? Laugh at death!

Quote
Rejected by Death should have some text about how it interacts with being undead at 20th level and being destroyed at 0 hp.

Done.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 10, 2016, 12:11:16 PM
Ahh, okay.  That makes sense, I never really payed attention to the official knight class.

Rejected by death now has a typo: "being dying or destroyed"
Title: Re: Discussion and Suggestions
Post by: Garryl on May 11, 2016, 07:27:15 PM
By the way, if I wind up doing them, the other two ACFs I had proposed for the Death Knight way back when will probably be PrCs instead.
- Pale Horseman: Mounted combat PrC for Death Knights. Improved Death's Steed, mount gets to use maneuvers you've previously used, eventually recovering them for you as it does so. Access to Devoted Spirit, Restless Bones, and one of those mounted disciplines other folks have made.
- Death Lord: Lord of undead armies. Attracts undead followers. Access to Restless Bones and White Raven.

And while I'm thinking about it, some more PrC ideas.
- Grim Reaper: Cleric/Death Knight or Spirit Warrior. Can raise creatures it kills as undead to serve it. Access to Restless Bones and Undying Call.
- Wastewalker: Swordsage/Death Knight. Master of hostile environments. Access to Desert Wind, Frozen Night, and Shadow Hand.
- Styx Guide: Spirit Warrior PrC. Puts souls to rest. Enemies slain cannot be raised, resurrected, or animated as undead without a Wish/Miracle/similar eventually. Gets a small bit of divine spellcasting (up to 5th level spells). Access to Devoted Spirit and Undying Call.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 11, 2016, 08:31:49 PM
Death Lord sounds awesome.  Then again, I'm biased.

SirP made an animal companion/mount discipline but I checked it out and it is nature focused which doesn't match the theme of this project.

All the prestige classes sound interesting actually.
Title: Re: Discussion and Suggestions
Post by: Garryl on May 11, 2016, 09:33:33 PM
Death Lord sounds awesome.  Then again, I'm biased.

SirP made an animal companion/mount discipline but I checked it out and it is nature focused which doesn't match the theme of this project.

All the prestige classes sound interesting actually.

Essence of Gaia would work great in principle if it wasn't nature-themed. Twin Spirit doesn't work for me either. I'm looking into Eternal Mount and Silver Pegasus right now. Silver Pegasus looks promising, despite the fact that it's name sends a signal completely at odds with the Pale Rider's theme.

Domeskipper (http://www.minmaxboards.com/index.php?topic=2535.0)'s maneuver mechanics are based on a martial adept Ranger I was working on and passed over to him. Since this is a PrC, rather than a base class, and thus works with your existing maneuver mechanics and capabilities, I'm stripping out the basic principles rather than using the exact same mechanics.

On a Pale Horse: As a Pale Rider, your mount becomes an integral part of your combat style. Your Death's Steed has access to all of your readied maneuvers, as though it too was a martial adept with an initiator level equal to your own that knew and had readied those maneuvers. Your steed can ignore prerequisites relating to the number of maneuvers known, but must meet all other prerequisites to gain a maneuver this way, such as alignment restrictions. Your steed cannot use these maneuvers, initiator level, or other martial capabilities granted by this ability to qualify for feats and other options.

Your steed begins an encounter with all of its readied maneuvers unexpended, regardless of how many times it might have already used them. When it initiates a maneuver, it expends it for the current encounter, so each of its readied maneuvers can be used once per encounter.

Your steed can only follow your lead. At the beginning of each encounter, all of the steed's maneuvers are withheld from it. Whenever you initiate a maneuver while riding your steed, that maneuver is granted to your steed at the beginning of your turn. Thus, only those maneuvers that you have previously initiated during the current encounter while riding the steed are granted, and thus can be initiated.

As an immediate action while mounted on your steed, you can expend a maneuver to grant it to your steed as though you had initiated it. This maneuver is granted at the beginning of your next turn, just like a maneuver you had initiated.

Beginning at 10th level, whenever you recover a maneuver that your steed has expended, your steed also recovers that maneuver. Maneuvers recovered this way become withheld to your steed until such time as you initiate them again while mounted on it.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 12, 2016, 11:22:52 AM
That sounds pretty good, I like the mechanics.
Title: Re: Discussion and Suggestions
Post by: Garryl on May 14, 2016, 02:25:22 AM
The Styx Guide is complete.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 14, 2016, 05:03:22 PM
It's very flavorful, I like it!
Title: Re: Discussion and Suggestions
Post by: Garryl on May 14, 2016, 06:19:36 PM
Pale Rider is about 70% done. It's just missing class features at 6th, 9th, and possibly 7th or 8th level.
- Death's Steed gets your maneuvers (approximately as described earlier, I probably tweaked it since then).
- Death's Steed has permanent duration, instead of 2 hours/level.
- Gain bonuses for 1 round when your steed initiates a maneuver while you're riding it. Bonuses depend on the type of maneuver used.
- Take 10 on Ride checks.
- Mounted Combat as a bonus feat. Might fill in some of the levels with additional bonus feats if need be.
- Rushes your steed initiates bring you along with it and affect you too for the movement stuff (ex: Ghost Strider turns you incorporeal along with your steed while it moves).
- Need something for levels 6 and 9.

Grim Reaper's at the concept stage. I should have enough ideas for most of the levels, although I don't know if they'll all make the cut.
- Full BAB, good Will, d10 HD.
- Progresses divine spellcasting 8/10 or 9/10.
- Restless Bones and Undying Call maneuvers.
- Maneuver progression: 5 known, 3 readied, 1 or 2 stances.
- Gain Weapon Focus and Specialization with scythe.
- Creatures you kill rise as skeletons or zombies 1d4 minutes later under your control. At higher levels, can raise them as other undead, too. Can permanently control a number of HD equal to your divine CL + your IL + your class level. You can choose not to animate them if you want (ex: to not go over your control pool, to leave the bodies for another to animate, to animate them yourself later with another effect, etc.).
- Levels stack for turning/rebuking undead.
- Adds animate dead, create undead, create greater undead to your spell list if you don't have them.
- Mindless undead treat you as friendly. Intelligent undead do not instinctively have any sort of bloodlust/anti-living hatred towards you, and you gain bonuses on Diplomacy with them.
- Negative energy pulse damages nearby living creatures and heals undead. Undead you control are also bolstered temporarily.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 14, 2016, 09:29:21 PM
Pale Rider sounds good so far.

Grim Reaper sounds interesting so far.
Title: Re: Discussion and Suggestions
Post by: Garryl on May 14, 2016, 11:54:49 PM
Grim Reaper is nearly done. It's basically just missing the capstone. Any ideas?

(click to show/hide)
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 15, 2016, 12:01:23 PM
I'm assuming that the undead raising stance meets the animated a creature you personally killed as undead requirement?  I don't think there's a 2nd level or lower spell that raises undead.

Call of the grave looks pretty good, a nice ability but no immediately useful in combats.  I'm going to assume that the undead list is balanced.

Capstone idea: Permanently be in the Desecration stance in addition to a stance of your choice.
Title: Re: Discussion and Suggestions
Post by: Garryl on May 16, 2016, 11:22:43 PM
The Grim Reaper is complete.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 17, 2016, 10:43:26 AM
Is there a normal action listed with giving orders to undead minions?
Title: Re: Discussion and Suggestions
Post by: Garryl on May 17, 2016, 11:42:20 AM
Is there a normal action listed with giving orders to undead minions?

For rebuking-commanded undead, it's a standard action. With Animate Dead (http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/spellsAtoB.html), the follow spoken commands, but since no action is listed that's probably a free action (as speaking). I'm going to change the ability to it's a mental command, so there's an advantage no matter which sort you're using.

Quote from: http://www.systemreferencedocuments.org/resources/systems/pennpaper/dnd35/soveliorsage/specialAttacks.html#turn
The cleric must take a standard action to give mental orders to a commanded undead.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 17, 2016, 11:43:44 AM
Wow, I didn't know that.

Good capstone, I approve.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 18, 2016, 10:40:06 AM
There should be an ACF to remove the mount since mounts don't work for all campaigns, but I'm not sure what it would do. 
Title: Re: Discussion and Suggestions
Post by: Garryl on May 18, 2016, 12:08:35 PM
There should be an ACF to remove the mount since mounts don't work for all campaigns, but I'm not sure what it would do. 

You don't have to ride it, you know. Worst case scenario, it's a 1/week summoning spell. Unlike Paladins, a Death Knight doesn't get all choked up and mopey for a month when that bag of bones bites it. It's just a matter of waiting a week for the infernal requisition forms to be processed.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 18, 2016, 12:18:45 PM
But Paladins get four ACFs that replace their mount.  Death knights should at least get one, we can't let Paladins smack talk us!  :P

Title: Re: Discussion and Suggestions
Post by: Garryl on May 18, 2016, 12:53:49 PM
Happy now? (http://www.minmaxboards.com/index.php?topic=5841.msg306442#msg306442)
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 18, 2016, 02:07:58 PM
Wow, and you seemed so unmotivated to make one!

Yes, I am happy.   :)
Title: Re: Discussion and Suggestions
Post by: Garryl on May 19, 2016, 03:31:37 PM
The discussion about maneuver save DCs has made me mull over whether Restless Bones maneuvers even should be Int-based, or if Str-based DCs would be more appropriate. Aside from Bone Puppet (which was missing its save DC formula) and Ossifying Blow, the various maneuvers with saves are more about bone-shattering force than about precision or necromantic weeaboo fightan magic. This is also important because Death Knights get a bit of MAD if they feel a pull for Int for these maneuvers (Str/Con for your standard melee combatant, can't completely dump Dex because of AC even if heavy armor means you don't need more than 12, a bit of Cha for class features and Devoted Spirit DCs, and Wis for Undying Call and Frozen Night DCs, which admittedly are less common and less important). I mean, they aren't dependent on having high everything, and should be able to function quite well even with dumping all 3 mental stats, but they're definitely missing out.

For reference, ToB discipline save DC types (http://www.minmaxboards.com/index.php?topic=243.msg301801#msg301801), although most disciplines only actually have a couple of maneuvers with saves, and several of them have DCs set by other factors like attack or damage rolls to boot. ALL of the Warblade disciplines (except maybe White Raven, which has no saves) are Str-based, only the Swordsage exclusives of Shadow Hand and Desert Wind are Wis-based, and the only Cha-based discipline is the Crusader-exclusive Devoted Spirit. ToB looks semi-random with its save DCs, but when you look at it form a distance, it's actually finely crafted to avoid MAD. The only classes that want anything other than Str for the maneuver save DCs are classes that want those other ability scores for class features already.

0) Keep the saves as Int-based. This leaves Restless Bones as the only reason for a Death Knight to want Int. Class features and Devoted Spirit run on Cha, and Frozen Night and Undying Call are Wis-based. I'm just listing this for reference, because I'm definitely not leaving it that way.

1) Switch the saves to Str-based. This reduces MAD a bit, since there are quite a few save-based Restless Bones maneuvers, so actually keeping the DCs up is more important than with other disciplines. However, using Str for supernatural maneuvers like Bone Puppet and Ossifying Blow, where the effect being saved against is entirely magical, not physical, feels odd.

2) Switch the saves to Cha-based. Most of the maneuvers with saves are about brute force, though, especially the ability score damagers (unlike Shadow Hand which is fluffed more about sapping your opponent's vitality), so Str fits most of them way too well.

3) Switch the saves of the non-supernatural maneuvers to Str-based, and change the supernatural maneuvers to be Cha-based. Not as far-fetched as it sounds, as Setting Sun forms a precedent (one Str-based maneuver and one Dex-based maneuver, albeit in a discipline with only two maneuvers with saves and a strong penchant for working with both ability scores in its other maneuvers). Bone Puppet, Ossifying Blow, and possibly Bone Shard and Bone Spear (I'm on the fence on whether their physicality trumps their technically being supernatural abilities) would be Cha-based

Also, regardless of how Restless Bones's save DCs change, I'm swapping Frozen Night to Cha-based save DCs.

Undying Call will remain Wis-based, as it's tied closer to the Spirit Warrior than the Death Night, it doesn't fit at all for Str-based DCs, and it doesn't have much that requires saves anyways so it's not a big issue. I suppose I could change it to be Cha-based and then alter the 1st-level Spirit Warrior class feature to also shift your Cha-based maneuver DCs to Wis-based like it does for skills and incorporeal AC, thus leaving both classes as DAD (dual attribute dependent) for maneuver DCs. Hm, that doesn't actually sound so bad, especially since Spirit Warriors have access to the Cha-based Devoted Spirit already.

I don't know why I'm worrying and arguing about Devoted Spirit, though. It's got all of 2 maneuvers with saves, and one of them has the DC set by your damage done so it doesn't count. Only Castigating Strike has a Cha-based save DC in Devoted Spirit. Eh, consistency.

Edit: Also, changed the Grim Reaper so Dread Necromancers can use it too.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 19, 2016, 04:31:55 PM
I agree that the current setup makes me feel very MAD (you see what I did there?).  I'm trying to go Str > Cha > Con > Int and just avoiding Frozen Night and Undying Call save maneuvers. 

0) I'm glad this is already invalidated as an option, your second paragraph actually makes a whole lot of sense.

Undying call being Wis based makes perfect sense as I always saw it as the Spirit Warrior's discipline and the Death Knight just got it for completeness sake since he's the Death Knight.  If Frozen Night goes to Cha then I don't think that Restless Bones should be Cha, splitting them up works (and giving Death Knight three Cha based disciplines is a little too much IMO even though you already mentioned that Devoted Spirit already gets two).

Good call on Grim Reaper, I didn't even think of that.


Okay, on disciplines.  The way I see it, we have two basic options.

Option 1
Undying Call - Wis
Restless Bones - Str and/or Cha
Frozen Night - Cha

Death Knight needs three stats total for DCs: Wis, Str, and Cha.
Spirit Warrior needs two stats total for DCs since Devoted Spirit doesn't count: Wis and Str.

Option 2
Undying Call - Cha
Restless Bones - Str and/or Cha
Frozen Night - Cha

Death Knight needs two stats, Str and Cha
Spirit Warrior needs two stats, Str and Cha



I like option two, it makes a lot of sense.  I don't think that having Cha be the main class ability stat for both classes will be a bad thing.  Charisma is always thematically a big deal for undead and I think that switching Spirit Warrior to Cha will make more sense to people reading it since Incorporeal undead have always been based on Charisma.

As for how to do Restless Bones, I think that 1 or 3 would be the way to go, and I can see either one being valid.  3 would probably make the most sense from a logical perspective.
Title: Re: Discussion and Suggestions
Post by: Garryl on May 19, 2016, 04:50:50 PM
Okay, on disciplines.  The way I see it, we have two basic options.

Option 1
Undying Call - Wis
Restless Bones - Str and/or Cha
Frozen Night - Cha

Death Knight needs three stats total for DCs: Wis, Str, and Cha.
Spirit Warrior needs two stats total for DCs since Devoted Spirit doesn't count: Wis and Str.

Option 2
Undying Call - Cha
Restless Bones - Str and/or Cha
Frozen Night - Cha

Death Knight needs two stats, Str and Cha
Spirit Warrior needs two stats, Str and Cha



I like option two, it makes a lot of sense.  I don't think that having Cha be the main class ability stat for both classes will be a bad thing.  Charisma is always thematically a big deal for undead and I think that switching Spirit Warrior to Cha will make more sense to people reading it since Incorporeal undead have always been based on Charisma.

Oh, no, the Spirit Warrior is staying Wis-based. As much as they're tied to the Charisma-ness of incorporeality, they're coming at it from a refined spirituality perspective, not a strong-willed soul that hasn't realized or won't accept that it's dead yet perspective. Hence why they shift things from Charisma to Wisdom, including the AC bonus from being incorporeal. The thing is, if I changed Undying Call to Cha-based DCs (for the all of three maneuvers that have them, plus niche cases with negative levels and that feat that gives you a save to remove them early), I would also add maneuver save DCs to the list of things that Spiritual Force, the level 1 class feature, changes from being Cha-based to Wis-based (alongside incorporeal AC and skill checks). That would also have the added benefit of affecting that one maneuver from Devoted Spirit as well, letting Spirit Warriors not think twice about dumping it.

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As for how to do Restless Bones, I think that 1 or 3 would be the way to go, and I can see either one being valid.  3 would probably make the most sense from a logical perspective.

I agree. Definitely either entirely or mostly Str-based. And as much as splitting them so some can be Cha-based where it make much more sense (Bone Puppet, really, since even Ossifying Blow is connected to a melee attack), there's value in consistency so I'm leaning towards keeping them all on Strength.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 19, 2016, 04:56:32 PM
I missed the line where you talked about changing the save DCs from Cha to Wis.  So Option 2 is even better because you'll still have different ability score dependencies between the classes.  In that case I see no reason not to make Undying Call Charisma based since it's about being incorporeal and that's the tradition stat for that subtype.


Keeping all of Restless Bones on Strength does make things easier from a bookkeeping perspective, it means that I (or whoever) doesn't skim the maneuver and then use the wrong ability score to assign the save DC. 
Title: Re: Discussion and Suggestions
Post by: Garryl on May 19, 2016, 05:04:30 PM
Aaaaand done! That was quick.

Edit: And for my own peace of mind, yes it is totally okay for so much of this to be Charisma/Wisdom-based, since this is one of ToB's supernaturally-inclined cousins.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 22, 2016, 02:25:06 PM
Everything looks good. 

Now you need to make tactical feats for all the disciplines. :P

(Kidding.)
Title: Re: Discussion and Suggestions
Post by: Garryl on May 22, 2016, 03:14:27 PM
I've got the non-tactical ones.



Bonesmithing [General]
Prerequisite: Initiator level 1st, Craft (weaponsmithing or armorsmithing) 4 ranks, one Restless Bones maneuver.
Benefit: In your hands, weapons made of bone are as effective as those made of iron or steel; you do not suffer the normal -2 penalty on attack and damage rolls with them. Additionally, you can craft any sort of weapon or armor using bone that is normally made of metal.
Normal: You suffer a -2 penalty on all attack and damage rolls with weapons made of bone. You cannot craft chainmail out of bone.



Craft Magic Bone Armaments [Item Creation]
Prerequisite: Bonesmithing, initiator level 5th, Craft (weaponsmithing or armorsmithing) 8 ranks, one Restless Bones maneuver.
Benefit: You can craft magical weapons and armor from bone. For the purpose of crafting or adding magical properties to any object made of bone, you can use this feat in place of the Craft Magic Arms and Armor feat, you can use your initiator level in place of your caster level, and you automatically meet the spell prerequisites of any spell of a level equal to or lower than the highest level Restless Bones maneuver you know and can initiate.
Special: Craft Magic Bone Armaments can be used in place of Craft Magic Arms and Armor to qualify for a feat, prestige class, or other special ability. If this substitution allows you to gain a benefit that normally applies to objects of all materials, it instead applies only to objects made of bone.



Lingering Chill [General]
Prerequisite: One Frozen Night strike.
Benefit: Whenever you deal cold damage with a Frozen Night strike, the subject takes an extra 1d6 cold damage at the start of your next turn if it remains within 30 feet of you. This damage does not trigger Lingering Chill again. If you deal cold damage multiple times to the same subject in a single round, the subject takes the additional cold damage only once.

This feat is a supernatural ability.



Overflowing Spirit [General]
Prerequisite: One Undying Call stance.
Benefit: While you are in an Undying Call stance, whenever the duration of any temporary hit points gained from an Undying Call maneuver or stance expires, you heal a number of hit points equal to half the remaining temporary hit points lost this way. For example, if you had gained 20 temporary hit points from the Death Coil maneuver, then took 7 points of damage, you would heal 6 hit points at the start of your turn when the remaining 13 temporary hit points expired.

This feat is a supernatural ability.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 22, 2016, 03:40:29 PM
Of course you do.  :p

Bonesmithing/Craft Magic Bone Armaments - Flavorful and powerful.

Lingering Chill - I was going to poo-poo this feat but then I remembered how many area cold attacks Lingering Chill has.

Overflowing Spirit - I like this one, it's a very good feat with some steep requirements for it to apply.
Title: Re: Discussion and Suggestions
Post by: Garryl on May 22, 2016, 05:52:55 PM
Of course you do.  :p

I have no ideas about the tactical feats, though. Well, maybe the feat names, but not for any of the tactical maneuvers within.

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Bonesmithing/Craft Magic Bone Armaments - Flavorful and powerful.

Bonesmithing probably needs a little extra so it's not just bringing you back to normal with inferior materials. Like, say, an extra +1 AC for bone armor or +1 attack/damage for bone weapons in a Restless Bones stance.

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Lingering Chill - I was going to poo-poo this feat but then I remembered how many area cold attacks Lingering Chill has.

It's also fun in that it's an inversion of sorts of the equivalent Desert Wind feat (move 10 ft., get +1d6 damage with a DW strike).

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Overflowing Spirit - I like this one, it's a very good feat with some steep requirements for it to apply.

Steeper than I thought. I forgot that the temp hp from Undying Call maneuvers last for 1 minute, not 1 round. That basically means that you heal for 1/2 whatever you have left over at the end of the encounter. I need to re-evaluate it. The feat may require some adjustment.
Title: Re: Discussion and Suggestions
Post by: Nanshork on May 22, 2016, 06:22:12 PM
I agree that Bonesmithing could use more, I was thinking about them as a chain instead of individually.  Craft Magic Bone Armaments is good as is though.

I didn't know about the Desert Wind feat (that's one of the disciplines I've always avoided using).  Definitely makes sense then.

I didn't realize that the temp hp were for 1 minute either.

Hmm, you could change it so that if you gain temp hp from an Undying Call maneuver while still having temp hp from an Undying Call maneuver then you heal half of the hp from the old temp hp instead of them just being subsumed into the new temp hp.  Still keeping the stance requirement.
Title: Re: Discussion and Suggestions
Post by: Garryl on June 26, 2016, 02:44:58 AM
Added a new creature, the dark unicorn, an evil unicorn corrupted by dark magic and negative energy.

Death Knights get dark unicorns as an 11th-level mount choice. This replaces the hacked fiendish unicorn option at 8th-level, which on further review looked distinctly more powerful than other 8th-level options. I may revert it down to 8th-level if I review it again and see something different when I'm not so tired, though.
Title: Re: Discussion and Suggestions
Post by: Stratovarius on May 03, 2021, 11:01:20 AM
Since it was this system that inspired it, here's the complete and final version of The Dead Walk (https://1drv.ms/b/s!AiRF2tz6n4u1o4tn_RH2MMv714IKfw?e=fbDHYx), which has the discipline of the same name, a Weapon of Legacy called Mortuos, and the Undying General prestige class.