Author Topic: Sublime Tapestry, a very meta martial discipline  (Read 8954 times)

Offline Garryl

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Sublime Tapestry, a very meta martial discipline
« on: November 18, 2011, 09:15:59 PM »
Sublime Tapestry martial discipline
Sublime Tapestry, a very meta martial discipline, is focused on affecting your other maneuvers.

Practitioners of Sublime Tapestry understand that to truly master their skills, they must understand and explore them in all conceivable ways. Sublime Tapestry is almost never practiced by itself. Alone, it is an incomplete style, like a sword hilt without the blade. The discipline functions through the exploration and improvement of all other martial disciplines, improving each of them through better understanding of all of their teachings.

Sublime Tapestry was not developed and mastered in a single monastery, temple, or school of martial practice. Rather, it is an agglomeration of techniques that numerous individuals have taught themselves as part of broadening their own studies beyond a single discipline. Over time, the best of these practices were collected and codified as a single discipline in and of itself. Of course, not everyone agrees on which techniques should be included, nor even what name the discipline as a whole should be called. Some call it Eternal Improvement Style, and emphasize the aspects that improve the techniques a martial adept already knows. To those who know it as Nine as One, the discipline is about merging the various disciplines of the sword into a cohesive whole. Its many names also include Underlying Succor, Unity of Form and Function, Balanced Way, Supportive Style, and still more depending on who you ask.

Discipline Access
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Sidebar: Greater Than the Sum of Its Parts
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Variant: Ranged Maneuvers
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Discipline Key Skill: Martial Lore. Sublime Tapestry focuses on the understanding of other martial disciplines so as to make them greater than they are alone.

Discipline Favored Weapons: None. Sublime Tapestry has no favored weapons, as it is not designed to function as a complete discipline in and of itself. If anything, the other martial disciplines are its weapons.



Index


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« Last Edit: April 09, 2024, 01:20:13 AM by Garryl »

Offline Garryl

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(Continued) Sublime Tapestry, a very meta martial discipline
« Reply #1 on: November 18, 2011, 09:16:12 PM »
Sublime Tapestry Maneuvers by Level
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Closing Strike
Sublime Tapestry (Strike)
Level: Any martial adept 8
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: See text
As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same target since the beginning of your last turn, your attack deals an extra 2d6 damage, plus another 2d6 points of damage for each level of the last strike you initiated against the target since the beginning of your last turn. In addition, this strike has an additional effect based on the discipline of the last strike you initiated against the target since the beginning of your last turn.

Desert Wind: The bonus damage dice are dealt as fire damage, and you deal an extra +1 point of fire damage per die. Half of this fire damage ignores fire resistance and immunity. This effect is supernatural.

Devoted Spirit: If the attack hits, you and all allies within 30 feet of you heal 5d6 points of damage + 1 point per initiator level (maximum +20). This effect only occurs if the creature is an enemy whose alignment has at least one component different from yours and who poses a threat to you or your allies in some direct, immediate way.

Diamond Mind: Make a Concentration check with a DC equal to the target's AC. If you succeed, your attack deals double damage. The bonus damage dice from this strike are not multiplied. If your attack is a critical hit, you stack the multipliers as normal (PH 304).

Iron Heart: If the attack hits, you may make a melee attack against another creature that you threaten as a free action.

Setting Sun: If the attack hits, you can move the target to a clear, empty space up to 10 feet in any direction. You can move the target through occupied spaces. The target falls prone in the destination space, or in its own space if it can't occupy the destination. If you move the target out of its space and you were adjacent to it, you can move up to 10 feet into the space it previously occupied. Neither your movement nor the target's provoke attacks of opportunity.

Shadow Hand: The target counts as flat-footed and flanked against this attack. This effect is supernatural.

Stone Dragon: The target loses any damage reduction, hardness, immunity to critical hits, or chance to ignore critical hits it may have until against this attack.

Tiger Claw: If the attack hits, make a Jump check with a DC equal to the target's AC. If you succeed, your weapon's critical hit potential is amplified. You get a +4 bonus on your critical confirmation roll. If you threatened a critical hit, add 1 to your weapon's critical damage multiplier. If you did not threaten a critical hit, treat the attack as having threatened a critical hit, but the critical damage multiplier is x2 instead of its normal multiplier.

White Raven: If the attack hits, the target provokes an attack of opportunity from an ally of your choice.

Sublime Tapestry: No additional effect.

Other martial disciplines: Closing strike's additional effects are determined at the DM's discretion for disciplines not listed here.

While this maneuver is an extraordinary ability, some effects produced by it are noted as being supernatural effects. Only those effects count as being from a supernatural ability, and thus are ineffective within an anti-magic field.

For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.



Combination Strike
Sublime Tapestry (Strike)
Level: Any martial adept 7
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals an extra 8d4 damage and the subject must make a Fortitude save (DC 17 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn is improved. You gain a +4 bonus on all attack rolls and skill checks involved in that strike, a +2 bonus to the save DCs involved in that strike, and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.

For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.



Desperate Deflection
Sublime Tapestry (Counter)
Level: Any martial adept 5
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
With this maneuver, you sacrifice your stable combat stance and positioning to deflect a dangerous blow. You can initiate this maneuver when you are the target of an attack or are required to make a saving throw. You must be in a martial stance when you initiate it. You can initiate this maneuver after the attack roll or saving throw has been rolled, but before determining the results. You exit any martial stance (or stances) you are in. Your attacker rerolls the attack roll and take the worse result (if it was an attack against you) or you reroll your saving throw and take the better result (if it was a saving throw). Then, you may choose an unexpended, readied, non-withheld maneuver and expend it, as though you had initiated it, to induce another reroll. You may repeat this process any number of times, as long as you have maneuvers to expend.



Double Strike
Sublime Tapestry (Strike)
Level: Any martial adept 9
Prerequisite: Four Sublime Tapestry maneuvers
Initiation Action: 1 full-round action
Range: See text
Area: See text
Target: See text
Duration: See text
Saving Throw: See text
As part of initiating this strike, you may initiate up to two additional strikes. These strikes must each be of a different discipline and may not be from the same discipline as double strike. You can only initiate a strike with an initiation action of one standard action or less in this way.

You initiate each of these two strikes sequentially, one after the other. You choose which strike to initiate (or to cease initiating more strikes) and make any choices for it immediately after resolving the effects of initiating the previous one. The first strike is resolved as normal. For the second strike, you suffer a -5 penalty on all attack rolls and skill checks made as part of it, and its save DC is reduced by 2. You must follow all normal limitations of initiating these strikes, other than expending their initiation actions. These strikes are expended as normal.



Efficient Recovery
Sublime Tapestry (Stance)
Level: Any martial adept 1
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, you can efficiently recover from your mistakes. Once per round when you initiate a strike that involves making one or more attacks and miss with all of them, you may recover a single boost you initiated since the beginning of your turn (or since the beginning of your last turn if it is not currently your turn). If you use granted maneuvers for that boost, it is also granted.



Focused Recovery
Sublime Tapestry (Boost)
Level: Any martial adept 2
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose one expended maneuver that you have readied. That maneuver is no longer considered expended. If you use granted maneuvers for that maneuver, it is also granted.

Once you initiate this maneuver, you cannot recover it by any means for 1 minute, until the recovered maneuver is expended, or until you would recover all of your maneuvers at once, whichever comes first. If you decline to recover any maneuvers with this maneuver, this limitation does not apply.



Followup Strike
Sublime Tapestry (Strike)
Level: Any martial adept 3
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, make a single melee attack. If it hits and you have also initiated a strike against the same creature since the beginning of your last turn, your attack deals an extra 3d6 damage, plus another 1d6 points of damage for each level of the highest level strike you initiated against that creature since the beginning of your last turn.

For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.



Force the Opening
Sublime Tapestry (Rush)
Level: Any martial adept 5
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: End of turn
As part of this maneuver, you move up to your speed. If you provoke any attacks of opportunity from a creature from this movement, you exploit its hesitation or overreach to enhance your next strike against it this turn. If a creature declines to make an attack of opportunity against you, you gain a +3 bonus on attack rolls against it with your strike and it takes a -2 penalty on its saving throws against the strike's effects. If a creature hits you with an attack of opportunity, you gain a bonus on your first damage roll against it with your strike equal to your initiator level. If a creature misses you with an attack of opportunity, both effects apply.



Loom of Battle
Sublime Tapestry (Stance)
Level: Any martial adept 3
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
This stance enables you to efficiently weave together the movements of multiple maneuvers and draw even greater benefit from them. While you are in this stance, as long as you have initiated at least two types of martial maneuvers since the beginning of your previous turn, you gain additional benefits based on their types. You gain all of the listed benefits for each combination of maneuver types you have initiated.

Strike and Boost: You gain a +2 dodge bonus to your Armor Class.
Strike and Counter: You gain a +10-foot bonus to your movement speed.
Strike and Rush: You gain a +2 bonus on all saving throws.
Boost and Rush: You gain a +2 bonus on all attack rolls.
Counter and Rush: You deal an additional 1d6 points of damage with all melee attacks.



Martial Riposte
Sublime Tapestry (Counter)
Level: Any martial adept 7
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: Instantaneous
You can initiate this maneuver when a creature provokes an attack of opportunity from you. You may choose to initiate a strike instead of making the attack that you would normally be allowed for this attack of opportunity. A strike initiated this way must have an initiation action of one standard action or less, must have a range of melee attack, must target the creature that provoked the attack of opportunity, and must involve making an attack using a weapon you could have used to make the attack of opportunity normally. Any attacks made as part of this strike still count as being attacks of opportunity in all ways except counting against your limit of attacks of opportunity per round. You must follow all other normal limitations of initiating these strikes, other than expending their initiation actions. Strikes initiated this way are expended as normal.



Mobile Assault
Sublime Tapestry (Rush)
Level: Any martial adept 3
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 move action
Range: Personal
Target: You
Duration: Instantaneous
As part of this maneuver, you move up to your speed. You may spend any of your remaining actions to change stances and initiate maneuvers at any point (or points) during this movement, continuing with your remaining movement after resolving them. Your movement does not provoke attacks of opportunity from any creature that you attack, target, or include in the area of effect with a maneuver you initiate this way.



Opening Strike
Sublime Tapestry (Strike)
Level: Any martial adept 1
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals an extra 1d4 damage and the subject must make a Fortitude save (DC 11 + your Wisdom modifier). On a failed saving throw, your next strike against that creature before the end of your next turn deals maximum bonus damage, as though any bonus damage dice granted by the strike rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.

For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.



Probing Strike
Sublime Tapestry (Strike)
Level: Any martial adept 4
Prerequisite: One Sublime Tapestry maneuver
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: Fortitude partial
As part of this maneuver, make a single melee attack. If this attack hits, it deals an extra 4d4 damage and the subject must make a Fortitude save (DC 14 + your Wisdom modifier). On a failed saving throw, you gain a +2 bonus on all attack rolls in your next strike against that creature before the end of your next turn and any bonus damage dice granted by the strike are treated as having rolled the highest possible value on the die roll. Bonus damage dice from other sources, rerolled dice, base weapon damage, and other sources of bonus damage are not maximized.

For the purpose of this ability, initiating a strike against a creature means initiating a strike that involves making an attack, attack roll, or opposed check against that creature, requires that creature to make a saving throw, deals damage to that creature, includes that creature within its area, or includes that creature as one of its targets. A single strike may be considered to have been initiated against multiple creatures.



Redoubled Focus
Sublime Tapestry (Counter)
Level: Any martial adept 1
Initiation Action: 1 immediate action
Range: Personal
Target: You
Duration: 1 round
As part of this maneuver, you enter a single additional stance that you know. This cannot be a stance that you are already in. Until the beginning of your next turn, you can remain in one more stance than normal. At that time, if you are in more stances than your normal limit, you must choose a number of stances equal to or less than your normal limit of stances. All other stances that you are in immediately end. You must follow all other normal limitations of initiating and maintaining the stance, other than expending a swift action.



Resurgent Reaction
Sublime Tapestry (Stance)
Level: Any martial adept 5
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance
While you are in this stance, the first immediate action that you spend each round to initiate a counter does not count against your swift actions during your next turn for the purpose of initiating boosts and stances.



Skilled Recovery
Sublime Tapestry (Boost)
Level: Any martial adept 6
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you may choose up to two expended maneuvers that you have readied. Those maneuvers are no longer considered expended. If you use granted maneuvers for either of those maneuvers, they are also granted.

Once you initiate this maneuver, you cannot recover it by any means for 1 minute, until the recovered maneuvers are expended, or until you would recover all of your maneuvers at once, whichever comes first. If you decline to recover any maneuvers with this maneuver, this limitation does not apply.



Splitting Strands Attack
Sublime Tapestry (Strike)
Level: Any martial adept 4
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature or object
Duration: See text
As part of this maneuver, make a single melee attack. If this attack hits, it deals normal damage and binds your killing intent to the subject.

If you initiate another martial strike before the end of your next turn, after resolving its effects, you may discharge this effect to attempt to duplicate that strike targeting the bound subject. The original strike must have a range of melee attack, have a single target other than the bound subject but for which the bound subject would be a legal target, and have an initiation action of one standard action or less. You can initiate the strike again as a free action, except that you must target and attack the bound subject. You cannot move as part of the duplicated strike. You can threaten and make melee attacks against the bound subject with the duplicated strike regardless of range, as though you had infinite reach. If the duplicated strike involves making only a single attack against the bound subject, it automatically hits, regardless of your attack roll (and miss chance, if applicable).

This maneuver is a supernatural ability.



Stylized Mirror of Form
Sublime Tapestry (Stance)
Level: Any martial adept 8
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Stance or until discharged; 5 minutes
While you are in this stance, you may discharge and leave this stance to initiate a single 6th-level or lower stance that you qualify for but do not know. You must still spend the normal initiation action for the new stance. Once you have initiated an unknown stance in this way, you may remain in it for up to 5 minutes.

You may select any stance if you have readied at least four maneuvers from its discipline. Alternatively, you can select a stance that you can observe another martial adept using if you succeed on a Martial Lore check (DC 10 + the stance's level); if you fail the Martial Lore check, you still discharge and leave Stylized Mirror of Form, but you do not spend the action to initiate the observed stance.

You can only initiate a given unknown stance once per day with Stylized Mirror of Form.



Sublime Recovery
Sublime Tapestry (Boost)
Level: Any martial adept 8
Prerequisite: Three Sublime Tapestry maneuvers
Initiation Action: 1 swift action
Range: Personal
Target: You
Duration: Instantaneous
When you initiate this maneuver, you recover all of your expended maneuvers. Those maneuvers are no longer considered expended, allowing you to use them again. If you use granted maneuvers for any of those maneuvers, they are also granted.

You can be affected by sublime recovery no more than once per encounter.



Surging Blow
Sublime Tapestry (Strike)
Level: Any martial adept 2
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
As part of this maneuver, choose one unexpended, readied, non-withheld maneuver that you possess, other than this maneuver. That maneuver is immediately expended, as though you had initiated it. Make a single melee attack with a +1 bonus on the attack roll, plus the level of the expended maneuver. The attack deals an extra 1d8 points of damage, plus an additional 1d8 points of damage for each level of the expended maneuver.



Surging Blow, Greater
Sublime Tapestry (Strike)
Level: Any martial adept 6
Prerequisite: Two Sublime Tapestry maneuvers
Initiation Action: 1 standard action
Range: Melee attack
Target: One creature
Duration: See text
Saving Throw: See text
As part of this maneuver, choose one or more unexpended, readied, non-withheld maneuvers that you possess, other than this maneuver. Those maneuvers are immediately expended, as though you had initiated them. Make a single melee attack. You gain a +2 bonus on your attack roll for each additional maneuver expended. If the attack hits, it deals an extra 6d8 points of damage, plus an additional 2d8 points of damage for each additional maneuver expended.

In addition, this strike causes additional effects based on the types of the additional maneuvers expended.

Strike: For each additional strike you expend, you deal an additional 2d8 points of damage.
Boost: For each additional boost you expend, you gain an additional +2 bonus on your attack roll.
Counter: If the attack hits, you gain a +1 bonus to your Armor Class and on all saving throws for each additional counter you expend. This bonus lasts until the beginning of your next turn.
Rush: You can move up to 10 feet for each rush you expend, to a maximum of your movement speed. You can divide this movement before and after you make your attack. This movement does not provoke attacks of opportunity.
Other: If the attack hits, for each additional maneuver you expend that is not a strike, boost, counter, or rush, you heal 1 hit point per initiator level. This healing cannot increase your hit points to greater than half your maximum. Any healing in excess of that is granted to you as temporary hit points, which last until the beginning of your next turn.



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« Last Edit: April 09, 2024, 01:11:40 AM by Garryl »

Offline Garryl

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(Continued) Sublime Tapestry, a very meta martial discipline
« Reply #2 on: November 18, 2011, 09:18:00 PM »
New Feats
This section contains a number of new feats relating to the Sublime Tapestry discipline.

General FeatsPrerequisitesBenefit
A Tapestry of Many ThreadsOne Sublime Tapestry maneuver, one maneuver from another disciplineTreat known maneuvers as being from different disciplines
Tactical FeatsPrerequisitesBenefit
Maneuver SynergySee feat descriptionSee feat description



A Tapestry of Many Threads [General]
Prerequisites: One Sublime Tapestry maneuver known, one maneuver known from at least one other discipline.
Benefit: Select up to one maneuver you know from each discipline you know any maneuvers from. You may treat them as being of the disciplines of your choice instead of their normal disciplines. You can only select disciplines from which you already know at least one maneuver.
Special: Whenever you gain a level, you can change which maneuvers are affected and which disciplines you treat them as being from.



Maneuver Synergy [Tactical]
Prerequisites: Base Attack Bonus +6, any other Tactical feat, one Sublime Tapestry maneuver known, one maneuver known from each of at least three other disciplines.
Benefit: Maneuver Synergy gives you access to the following tactical maneuvers.
  • Escalating Assault: Whenever an opponent succeeds on a saving throw against one of your martial maneuvers, the save DC of the next martial maneuver you initiate before the end of your next turn that requires a saving throw is increased by 1.
  • Impromptu Tactics: You may expend a readied martial maneuver as a swift action in place of meeting the preconditions of an ability of a Tactical feat you possess. If you use granted maneuvers for that maneuver, it must also be granted. This ability only allows you to ignore any preconditions of events that must occur during your first turn, and only for tactical maneuvers that require you to meet certain preconditions during your first turn in order to gain a benefit during your second turn. You must still meet any other conditions of the tactical maneuver. This benefit only applies one time to one tactical maneuver each time you expend a maneuver this way.
  • Training in Action: To use ability, you must initiate a boost during your first turn. You must then initiate a counter from a different martial discipline before your next turn. If you do so and you initiate a strike from a third martial discipline during your second turn, you may immediately recover all expended maneuvers from disciplines other than those of the three martial maneuvers you just initiated for this tactical maneuver. If you use granted maneuvers for any maneuvers recovered this way, they are also granted.


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« Last Edit: July 07, 2017, 12:12:51 AM by Garryl »

Offline veekie

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #3 on: November 19, 2011, 06:18:54 AM »
Interesting....Swordsages are going to seriously adore the recovery stuff.
Everything is edible. Just that there are things only edible once per lifetime.
It's a god-eat-god world.

Procrastination is the thief of time; Year after year it steals, till all are fled,
And to the mercies of a moment leaves; The vast concerns of an eternal scene.

Offline Endarire

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #4 on: November 26, 2011, 03:23:36 AM »
Some interesting ideas and inspiration for my Master of Nine revisions.  Danke!

Offline Garryl

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #5 on: June 03, 2020, 04:21:29 PM »
Recent discussion on GitP made me think about this discipline again. I have a few thoughts about changing some of the maneuvers. These are mostly gut reactions, looking at the discipline again for the first time in several years, so I'd want to actually evaluate the balance a little more properly before making any changes.
  • Merge Redoubled Focus and Reactive Focus into one maneuver that gives you an extra stance until the end of your turn, but is usable as an immediate action. Spending a maneuver to switch stances as an immediate action seems a little weak and narrow on its own, especially as there aren't that many stances that you'd want to activate reactively outside your turn but not just sit in when the situation calls for it over your general purpose stance. Either make a new maneuver or move Focused Recovery (3rd) an Replicate Attack (4th) each up a level to fill the gap.
  • Swap the levels of Resurgent Reaction (5th, use boosts after using counters) and Martial Reflexes (3rd, use strikes for AoOs). Also, have Resurgent Reaction let you initiate stances with the pseudo-swift action, in addition to boosts.
  • Possibly swap the levels of Skilled Recovery (6th, recovery two maneuvers) and Twinned Style (5th, use two boosts, AKA Swordsage capstone), especially if I drop Focused Recovery down to 2nd.
  • Several maneuvers could have wording improvements for clarity and simplicity with only minor mechanical changes.
  • Also, minor thing, but the durations of the Opening Strike line are wrong. 1 round is for effects that last until the start of your next turn, but their effects continue on right up to the end of that following turn.
  • How did I leave "(Details need tweaking)" in the short description for Stylized Mirror of Form?

Also, I'm thinking about making a legacy weapon for the discipline. Biggest thing is that when you use a maneuver, it changes into the form of favored weapon from that maneuver's discipline.

Offline Endarire

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #6 on: June 06, 2020, 01:08:29 AM »
@Garryl
Forcibly changing the favored weapon for every maneuver seems unpleasant.  I know some people have like random weapon swap in Dark Souls games, but offering the option to change seems more player-pleasing.

Offline Garryl

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #7 on: June 06, 2020, 01:20:34 AM »
@Garryl
Forcibly changing the favored weapon for every maneuver seems unpleasant.  I know some people have like random weapon swap in Dark Souls games, but offering the option to change seems more player-pleasing.

Yup. I had the same thought about a minute after I jotted down the note. Even without having to make a decision about weapon type and track down the favored weapons with each maneuver, or dealing with weapon special properties that may or may not be available among the weapons for any given discipline, just the bookkeeping of tracking what form it's in and recalculating damage dice, threat range, etc. would be headache-inducing. Definitely 100% going with an optional shift, not a mandatory one, for that ability concept.

Offline Elves

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #8 on: July 01, 2020, 01:37:17 AM »
Any progress with the legacy wep?

I don't know if you saw, but did add your credit into the AOW version doc.

Offline Garryl

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #9 on: July 02, 2020, 10:01:41 AM »
I never got that far beyond the basic concept. Notes are in the spoiler below.

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« Last Edit: July 02, 2020, 12:46:25 PM by Garryl »

Offline Elves

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #10 on: July 04, 2020, 10:46:13 AM »
Will add. This part

>destroyed as the result of allies and fellow followers of the sublime way turning upon each other.

fits well since the ST message is unity among disciplines.

Offline Garryl

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #11 on: April 05, 2024, 12:37:50 AM »
The Hilt

The Hilt is a broken sword blade, honed down to be usable as a short-bladed weapon in its damaged form.

Nonlegacy Game Statistics: +1 punching dagger; Cost 2302 gp.

Omen: When wielded while in a martial stance or used to perform a martial strike, The Hilt's balance shifts, feeling as though it was another melee weapon from among that maneuver's discipline's favored weapons. This does not impose any penalties, and in fact feels more natural to the maneuver than wielding the broken weapon should.

History
 
The Hilt's origins have been lost to myth and legend. There are a great many stories about how the blade came to be, broken as it is, most of which are mutually exclusive. The majority, however, have at least one thread in common: The Hilt was once a fine and functional sword, destroyed as the result of allies and fellow followers of the Sublime Way turning upon each other. (DC 15)

One of the many stories told about The Hilt is that it was broken when the Shadow Tiger horde attacked the Temple of the Nine Swords. This version of the tale purports it to be a new sword forged to replace the missing Supernatural Clarity and restore balance and unity to the Temple. At the time of the horde's attack, the blade had only just finished being forged, and had yet to be imbued with the magical enchantments that would make it a worthy blade to embody the Diamond Mind discipline. Seeing that the battle was lost, some of the Temple's students sought to protect and escape with the remaining swords. The unfinished blade that would become The Hilt was used by those escaping students during their retreat, passed from one to the next as each fell in battle. Many hands wielded The Hilt in this, its first battle, each wielder using it with his or her own preferred style. Such was the ferocity of the fighting that each skirmish left a scar upon the blade, with the accumulated damage causing it to shatter in the final exchange of the students' escape. Yet, in its destruction, The Hilt was tempered in battle and imbued with a fragment of the warrior's will from each of its wielders. Rather than become a replacement blade to represent Diamond Mind, it was instead invested with a mixture of all nine disciplines of the Sublime Way. (DC 20; From Hand to Hand)

Another story claims that The Hilt was created by the same hobgoblin chieftain who forged Kamate, the first sword. With weapons of such power in their hands, the chief and his tribe spread out, conquering all those who would stand before them. As their victories grew, the hobgoblin warriors grew brash. They had the power of death itself. Why should they pay tribute to their chieftain and not keep all they could take? In the aftermath of yet another victory, a group of these warriors turned upon their still loyal fellows. The battle was fierce and bloody, more so than any before it, as it was the first time that deadly iron fought against itself. The Hilt was but one of the many swords wielded that day to clash upon the edge of its brothers, but it was the first to shatter, leaving only fragments of the broken blade behind. (DC 25; Infighting's Price)

A third such tale claims that The Hilt was Reshar's sword, which he used in his travels after leaving the Temple of the Nine Swords. When he left the Temple, Reshar gifted the nine swords, brimming with magic and honed by decades in the hands of masters, to his nine greatest disciples. For himself, Reshar took only a simple sword, forged for novices of the Sublime Way to use when first training with live steel. A lifetime later, the very same blade at his side, Reshar returned to the Temple, now a ruined husk after the Shadow Tiger horde had sacked it. Understanding at a glance the battle that had taken place, the disunity that had lead to it, and the death of his dreams for the Sublime Way, he went to the rubble-strewn hall where he had once gifted the nine swords. There, without a word, Reshar shattered the simple blade he had wielded ever since leaving the Temple's grounds decades prior. (DC 31; Reshar's Last Blade)


Legacy Rituals

The following three rituals are required to unlock all the abilities of The Hilt.

From Hand to Hand: You must survive an encounter with an EL equal to or greater than your character level + 1. During this the course of this encounter, you must initiate at least 4 maneuvers, but no two consecutive maneuvers may be from the same martial discipline. Cost: 1500gp. Feat Granted: Least Legacy (The Hilt).

Infighting's Price: You must fight and defeat a martial adept with CR equal to or greater than your character level - 2. Your allies can assist you as long as you do not outnumber the opposing martial adept and his or her allies. After the battle, you must spend one night in meditation. Cost: 13,000gp. Feat Granted: Lesser Legacy (The Hilt).

Reshar's Last Blade: You must return to the place in which you learned your first martial maneuver or stance, or a location at which you received a formative revelation or understanding of the Sublime Way that shaped your development along it. There, you must plunge The Hilt into the ground and meditate uninterrupted for 24 hours. During your meditation, you will be confronted by visions of your greatest failures. To complete the ritual, you must neither shy away from nor succumb to despair at these visions. Cost: 39,000gp. Feat Granted: Greater Legacy (The Hilt).


Wielder Requirements
Base attack bonus +3
Martial Lore 4 ranks
Knowledge of martial maneuvers or stances from at least 3 different disciplines

Legacy Item Abilities
All of the following are legacy abilities of The Hilt.

Shifting Discipline (Ex): When you first unlock the least legacy of The Hilt at 5th level, you find that the weapon's weak form somehow makes it surprisingly easy to flow between disparate maneuvers. When you initiate a martial strike maneuver, you gain a +1 bonus on attack rolls with The Hilt as part of the next strike you initiate. This bonus only applies if the strike is from a different discipline from the first maneuver. A strike that benefits from this bonus can still trigger it for a subsequent one, so you effectively gain this bonus continuously as long as you don't use two consecutive strikes from the same discipline.

When you have unlock the lesser legacy of The Hilt at 11th level, the bonus granted by this ability improves to +2. When you have unlock the greater legacy of The Hilt at 17th level, the bonus granted by this ability improves to +3.

Morphic Stance (Su): Beginning at 6th level, whenever you enter a martial stance, you can will The Hilt to take on the form of one of that stance's discipline's discipline weapons. You can select from any of the manufactured melee or thrown weapons you are proficient with from among the discipline weapons of that stance's martial discipline. The Hilt's statistics change in nearly all ways to match its new form, such as damage type, critical threat range, reach, and other properties inherent to the type of weapon it becomes. The only exceptions are that its weight, material, and hit points do not change. The Hilt retains this new form for as long as you wield it, even if you leave the stance used to transform it. If you throw The Hilt, it remains in this form for the duration of the attack, reverting to its normal form only after the attack is resolved.

Martial Foil (Ex): Beginning at 12th level, while wielding The Hilt, you gain a +2 bonus on all saving throws against martial maneuvers. Additionally, once per day when you witness a creature that you threaten with The Hilt initiate a martial maneuver and you successfully identify the maneuver being initiated, you can expend an unexpended maneuver that is not withheld as an immediate action. If you do, you and the creature make an opposed initiator level check. If you succeed, you use The Hilt to spoil the creature's maneuver, causing it to fail and have no effect, wasting both the expenditure of the maneuver and the action used to initiate it. If the maneuver you expended was from the same discipline as the maneuver you attempted to spoil, you gain a +10 bonus on your opposed check. If the maneuver you expended was the same maneuver as the one you attempted to spoil, you instead gain a +20 bonus on your opposed check.

Reactive Style (Ex): Beginning at 14th level, once per day, you can change your readied maneuvers as a free action. Your new selection of maneuvers become readied and unexpended (and possibly granted or withheld) as though you had just readied your maneuvers normally (and as though you had just begun an encounter, if you use this ability in the middle of an encounter).

Shattered Yet Whole (Ex): Beginning at 18th level, The Hilt becomes immune to rusting effects and gains a +4 bonus on its saving throws and to its hardness while in your possession. If damaged, The Hilt repairs itself at a rate of 1 hit point per hour when not being wielded in combat.

Share Stance (Ex): Beginning at 20th level, once per day as swift action, you can share your current stance with nearby allies, instructing them in its intricacies and allowing them to mimic it under your expert mentorship even without dedicated knowledge and training. Each creature within 10 feet of you can enter your current martial stance as an immediate action. If you have multiple stances active, you must choose only one of them to share. Each ally can maintain this stance for up to 1 minute.

Table: The Hilt
LevelAbilities
5Shifting Discipline +1
6Morphic Stance
7+1 aptitude punching dagger
8--
9+1 aptitude Sublime Tapestry punching dagger
10--
11Shifting Discipline +2
12Martial Foil
13+2 aptitude Sublime Tapestry punching dagger
14Reactive Style
15--
16--
17Shifting Discipline +3
18Shattered Yet Whole
19+4 aptitude Sublime Tapestry punching dagger
20Share Stance



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« Last Edit: April 06, 2024, 01:22:10 AM by Garryl »

Offline Garryl

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Re: Sublime Tapestry, a very meta martial discipline
« Reply #12 on: April 12, 2024, 08:08:21 PM »
For posterity, and in case anyone is still using them, here are the maneuvers in this discipline from before this most recent big rework.

Discipline Description
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Maneuver Descriptions
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Feats
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