Author Topic: Nifft's Martial Disciplines  (Read 12466 times)

Offline FireInTheSky

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Nifft's Martial Disciplines
« on: September 15, 2012, 11:12:39 PM »
Originally posted here.

I'm copying these over verbatim, only fixing formatting and any spelling/grammar errors.  These disciplines are very annoying to use on the original post because the blurbs are really far away from the full descriptions.  If Nifft appears on Minmax, he is welcome to take over this thread.



Schools
Crescent Moon -- The moon is understanding of, and power over, magic; weapons are dagger, quarterstaff, ray, and sickle; key skill is Spellcraft (or Psicraft, transparency pending).

Dancing Fox -- Trickery and illusion are your tools; weapons are the bola, kama, rapier and sap; key skill is Bluff.

Heaven's Arc -- Draw down the sky's arch, pull back, and release; weapons are the longbow, shortbow, javelin, and sling; key skill is Spot.

Jade Viper -- The viper embodies poison and fear; weapons are the punching dagger (katar), bite, ranseur, and saingham; key skill is Intimidate.

Sanguine Lotus -- Blood's soft rhythm gives power over flesh; weapons are the quarterstaff and unarmed strike; key skill is Heal.




*Notes:
  • For the purpose of this document, "dispellable effect" shall mean the effect of any power, spell, spell-like ability or magic item that is of limited duration, and is subject to being dispelled by Dispel Magic (or similar). Spells that have been made permanent cannot be dispelled, only suppressed, and are thus not "dispellable effects". Where it says you can dispel something with an Initiator Level check, that means you roll a d20 + your Initiator level, with a DC of 11 + effect's Caster Level.
  • If a maneuver or stance allows you to use a spell-like ability, you do so with a caster level equal to your initiator level.
« Last Edit: September 16, 2012, 12:09:36 AM by FireInTheSky »

Offline FireInTheSky

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Re: Nifft's Martial Disciplines
« Reply #1 on: September 15, 2012, 11:12:51 PM »
Crescent Moon

This secret school focuses on stealth and counter-magic. Its save DCs are modified by Intelligence, and its key skill is Spellcraft. Favored weapons are the dagger, quarterstaff, ray, and sap.

All maneuvers of this school are Supernatural (unless otherwise noted). For all spell-like effects, your caster level is the same as your initiator level.

Level 1
Chakra Piercing Star (Strike) -- Deal +1d6 damage, dispel armor or shield effect.
Lunar Corona (Stance) -- Gain Deflection bonus to AC based on Spellcraft ranks.
Lunar Defiance (Counter) -- Ignore one [Charm] or [Compulsion] effect.
Silver Moonlight (Strike) -- Touch a foe; melee weapons strike him as though silver for 1 minute.

Level 2
Inertia Tap (Strike) -- Deal +1d6 damage and slow target for 1 round (or dispel speed-enhancing effect).
Cultural Lead Sheet (Counter, Ex) -- Undetectable alignment for 1 minute.
Shadow Break -- Dispel one illusion.
Silver Thorn (Strike) -- Touched foe's SR reduced by 4 for one round.

Level 3
Aura Piercing Sight (Stance, 1) -- Detect magic; other benefits from Spellcraft ranks.
Chakra Flare (Strike, 1) -- Deal +2d6 damage, dispel one effect from target.
Silent Star Technique (Boost) -- Emanate silence for one round.
Silver Inquisition (Strike, 1) -- Shape-shifter must save or revert to natural form for 1 round.

Level 4
Inertia Bind (Strike, 2) -- Deal +4d6 damage, target is dimensional anchor'd for 1 minute.
Lunar Radiance (Boost, 1) -- Nimbus of light dazzles foes using Divinations and grants you total concealment.
Opposing Demon (Counter, 3) -- Negate a strike with opposed Martial Lore check.
Silver Moonlight, Improved (Strike, 2) -- Touch a foe; negate his concealment and invisibility, and melee weapons strike him as though magic and silver for 1 minute.

Level 5
Eyes of Night (Stance, 2) -- Gain Darkvision and see in magical darkness; suffer no miss chance due to (partial) Concealment.
Lotus Slumber (Strike, 2) -- Touched creature falls asleep.
Inverse Chakra Star (Counter, 2) -- Counterspell with opposed Spellcraft check.

Level 6
Chakra Guard (Counter, 1) -- Gain +6 on any one save and take no damage on successful save.
Inertia Sweep (Boost, 2) -- All adjacent foes are slowed for 1 round.
Laughing Moon Reaver (Strike, 3) -- Touch attack suppresses all magic items for 1 round.

Level 7
Black Chakra Mirror (Counter, 3) -- Reflect one Ray attack.
Mind Eclipse Technique (Counter, 3) -- Negate one [Mind-Affecting] or Divination effect.

Level 8
Chakra Reaver (Strike, 4) -- Deal +8d8 damage and dispel all effects.
Void Mirror Soul (Stance, 4) -- Reflect one spell each round with successful Spellcraft check.

Level 9
Empty Moon (Strike, 5) -- Touch attack dispels all effects and prevents spellcasting for 1 minute.



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« Last Edit: September 16, 2012, 10:27:52 AM by FireInTheSky »

Offline FireInTheSky

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Re: Nifft's Martial Disciplines
« Reply #2 on: September 15, 2012, 11:13:02 PM »
Dancing Fox

This secret school focuses on trickery and misdirection. Its save DCs are modified by Charisma, and its key skill is Bluff. Favored weapons are the bola, kama, rapier and sap.

Many maneuvers in this school are Supernatural.

Level 1
Braggart's Bluff (Boost, Su) -- Grant yourself temporary hit points based on your Bluff ranks.
Cunning Charge (Strike) -- Feint as part of a charge.
Hand is Quicker (Counter) -- Palm, hide or sheathe something as an Immediate action.
Swashbuckler's Swagger (Stance) -- Gain bonuses based on your Bluff ranks. (Tumble, Sleight of Hand, Reflex, Damage)
Trickster's Tail (Stance) -- Feint non-humanoids without penalty.

Level 2
Braggart's Ruse -- Demoralize opponent with a Bluff check.
Defensive Blur (Counter, Su) -- Attacks against you suffer from a 20% miss chance until your next action.
Ghost Moan (Counter, 1) -- Ghost sound can additionally mask a failed Move Silently check.
Minor Replication (Boost, Su) -- A pair of mirror images guard you from attacks.
Possum Fall (Counter) -- Avoid a blow with a Bluff check (DC = attack roll); opponent thinks he hit and you dropped.

Level 3
Braggart's Bravado (Stance, 1) -- Once per round, you or an ally can substitute your Perform check for a save.
Flash of Steel (Counter) -- Draw a weapon (or other object) as an Immediate action.
Minor Foxfire (Su, 2) -- Emulate Dancing Lights, Faerie Fire or Light.
Mirage Technique (Stance, Su, 2) -- Project a Figment based on your Bluff ranks.
Swift Ruse (Boost, 1) -- Feint as a Swift action.

Level 4
Defensive Displacement (Counter, Su, 2) -- Attacks against you suffer from a 50% miss chance until your next action.
Empty Mask (Boost, Su, 1) -- Leave an image of yourself behind when you teleport.
Replacement Technique (Counter, Su, 2) -- Escape a grapple with a Bluff check and attack your opponent flat-footed.
Stupefying Strike (Strike, Su, 1) -- Attack flat-footed foe to deal +6d6 damage and 1d4 Int damage.

Level 5
Braggart's Block (Counter, 2) -- Grant ally a bonus on a save based on your Bluff ranks.
Lasting Ruse (Boost, 1) -- When you feint, your foe remains flat-footed against all your attacks this round.
Luck Leech (Strike, Su, 2) -- Make a Bluff check to deal an extra +4d6 damage; you gain +2 to many rolls and your foe suffers -2 for 1 minute.
One Step Ahead (Stance, 2) -- Foes always attack the wrong mirror image.
Replication Technique (Boost, Su, 2) -- Four mirror images guard you from attacks.
Trickster's Twist (Stance, 3) -- Deal +4d6 sudden strike damage.

Level 6
Blazing Foxfire (Boost, Su, 3) -- Dazzle, daze or distract targets for a few rounds.
Cunning Tactics (Strike, 2) -- Feint to deal +6d6 damage and render target flat-footed against your allies.
Foxy Mind (Counter, 2) -- When you make a Will save, trick your opponent into thinking you failed it.

Level 7
Cunning Performer (Boost, 3) -- Feint all foes within 30 ft. as a Swift action.
Foxy Rebuke (Counter, Su, 2) -- When you resist a mind-affecting effect, turn it back on your opponent.
Mirror Defense (Counter) -- Sacrifice a mirror image to make a save.
Visage of Terror (Strike, Su, 3) -- Attack flat-footed foe to deal +10d6 and invoke phantasmal killer.

Level 8
Braggart's Bait (Stance, 4) -- One opponent must make a Will save each round or attack you in preference to all others.
Mass Replication (Boost, Su, 4) -- Twelve mirror images guard you from attacks.

Level 9
True Foxfire (Su, 6) -- Emulate any Evocation or Conjuration spell up to 6th level, but 50% real.



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« Last Edit: September 16, 2012, 10:40:12 AM by FireInTheSky »

Offline FireInTheSky

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Re: Nifft's Martial Disciplines
« Reply #3 on: September 15, 2012, 11:13:13 PM »
Heaven's Arc

Like the Stone Dragon school, this school can call upon powers outside of the initiator for some of its effects.

*Notes:
  • Some maneuvers can only be initiated while under the sky -- this means that the square you currently occupy has no overhead obstructions which would grant you cover (including a roof, jungle canopy, leafy tree or dungeon ceiling). These are noted with the (Sky) descriptor.
  • (Arc) maneuvers require vertical space to execute: associated ranged attacks are limited to twice the ceiling height. If the ceiling height varies between attacks, use the least favorable height between you and your current target.

Level 1
Called Shot (Strike) -- Make a Spot check; deal +2d6 damage.
Close Quarters Archery (Stance) -- You do not provoke AoOs for making ranged attacks; you gain an extra +1 to attack and damage against targets within 30 ft.
Diverted Shot (Strike) -- Make two ranged attacks to ignore cover.
Point Blank Threat (Counter) -- Make a ranged attack against a foe within 30 ft. who has just provoked an AoO from an ally.
Sphere of Distant Stars (Stance) -- Gain low-light vision; first range increment extends based on Spot ranks.

Level 2
Arc of Mobility (Strike) -- Move up to your speed; make two ranged attacks during your movement.
Elude Missile (Counter) -- One ranged attack suffers 50% miss chance against you.
Hindering Volley (Boost) -- Make ranged touch attacks to reduce your target's speed for one round.

Level 3
Insightful Shot (Strike, 1) -- Deal damage based on Spot check.
Mercy of the Hunter (Boost, 1) -- Gain attack bonus against injured foe.
Sphere of Mercury (Stance, 1) -- Gain dodge bonus against ranged attacks based on Spot ranks.

Level 4
Arc of Accuracy (Boost, 2, Sky) -- Shoot up; shots within first range increment ignore cover.
Disarming Shot (Strike, 1) -- Disarm foe with ranged attack.
Greater Called Shot (Strike, 2) -- Deal +4d6 damage; foe is flat-footed.
Iron Guard's Interjection (Counter, 1) -- Negate melee attack within 30 ft. with opposed attack roll.

Level 5
Entangling Volley (Boost, 2) -- Make ranged touch attacks to entangle targets for one round.
Point Blank Opportunist (Counter, 2) -- Make a ranged attack against a foe within 30 ft. who has just been struck by an ally.
Sphere of Mars (Stance, 3) -- Gain damage bonus on ranged attacks based on Spot ranks.
Sphere of Saturn (Stance, 2) -- Ready two standard actions each round, so long as both are ranged attacks or strikes from this school.

Level 6
Comet Trail (Boost, 3, Su) -- Your ranged attacks illuminate the area they strike for 1 round; allies gain a +4 bonus to attack targets you hit.
Greater Insightful Shot (Strike, 3) -- Deal double damage based on Spot check.
Trip Shot (Strike, 2) -- Trip foe with ranged attack.
Zephyr Call (2, Sky, Su) -- Evoke gust of wind centered on you.

Level 7
Charging Bull Shot (Strike, 3) -- Bull rush foe with ranged attack.
Iron Guard's Arrest (Counter, 2) -- Attack a foe who moves within 30 ft. and halt his movement.
Lightning Shot (Strike, 3, Su) -- Attack all targets in a 100 ft. line.
Supreme Called Shot (Strike, 2) -- Deal +8d6 damage and stun foe.

Level 8
Arc of Celerity (Strike, 3) -- Make two full attacks with ranged weapon(s).
Arc of Divination (Boost, 3) -- Ignore concealment and cover for 1 round.
Sphere of Venus (Stance, 4, Sky, Su) -- Alter wind speed by one category; control precipitation.
Zephyr Command (Strike, 3, Sky, Su) -- Ranged attack evokes gust of wind.

Level 9
Fight in the Shade (Strike, 4, Sky, Su) -- Attack all targets in a 20 ft. radius spread centered within your first range increment.



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« Last Edit: September 16, 2012, 03:02:00 PM by FireInTheSky »

Offline FireInTheSky

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Re: Nifft's Martial Disciplines
« Reply #4 on: September 15, 2012, 11:13:23 PM »
Jade Viper

This secret school focuses on disabling foes through poison and fear. Its save DCs are modified by Intelligence, and its key skill is Intimidate. Favored weapons are the punching dagger (katar), bite, ranseur, and saingham.

All maneuvers of this school are Supernatural. The Fort save DCs of the various poisons are the same as the DCs of the maneuvers.

Level 1
Fearsome Lunge (Strike) -- Charge a foe to deal +1d6 damage and cause fear for 1 round.
Minor Miasma (Boost) -- Poison inflicts 1 pt. of Dex damage.
Reaper's Stance (Stance) -- Gain temporary HP equal to your Intimidate ranks whenever you drop a foe.
Venom Guard (Counter) -- Know when you are about to ingest poison or gain +4 on one Fort save vs. poison.

Level 2
Ambush Tactics (Boost) -- Deal +2d6 Sneak Attack damage this round.
Constrictor Grip (Counter) -- Gain +4 on grapple checks for 1 round.
Hidden Viper Hand (Strike) -- Medium viper attacks adjacent foe.

Level 3
Fearsome Charge (Strike, 1) -- Charge a foe to deal +2d6 damage and cause fear for 1 minute.
Miasmic Sweep (Boost, 2) -- Cloud of poison dazes adjacent creatures.
Predatory Presence (Stance, 1) -- Foes within 10 ft. suffer a -4 penalty on Will saves.
Hidden Python Hand (Strike, 1) -- Constrictor grapples adjacent foe.

Level 4
Choking Miasma (Boost, 1) -- Poison inflicts 1d4 Dex damage.
Double Viper Grip (Strike, 2) -- Two medium vipers attack adjacent foe.
Hidden Viper Fang (Boost, 1) -- Gain a bite attack for 1 round.

Level 5
Long Viper Bite (Strike, 1) -- Your bite attack has a 30 ft. range, and deals +4d6 damage.
Vilestrike (Strike, 2) -- Deal +3d6 damage and target is nauseated for 1 round.
Vile Miasma (Boost, 3) -- Poison cloud sickens adjacent creatures; injury poison deals 1d6 Dex damage.

Level 6
Fearsome Attack (Strike, 3) -- Charge deals +8d6 and inspires fear in many foes.
Great Python Grip (Strike, 2) -- Giant constrictor grapples adjacent foe for 2 rounds.
Psychic Venom (Counter, 3) -- Foe targeting you with a Mind-Affecting or Divination effect suffers 1d6 Int, Wis and Cha damage.

Level 7
Disabling Precision (Strike, 3) -- Deal +4d6 damage and nauseate foe for 1 minute.
Fearsome Gaze (Boost, 3) -- Your mere glance is enough to terrify foes.
Jade Viper Hand (Strike, 3) -- Five large vipers attack and grapple adjacent foe for 3 rounds.

Level 8
Black Lotus Form (Stance, 2) -- Gain immunity to poison, energy drain, ability drain, and negative energy damage.
Jade Constrictor (3) -- You become a Huge viper until you take damage.

Level 9
Jade Viper Miasma (Boost, 4) -- Cloud nauseates adjacent creatures; magical injury poison deals 2d6 Str, Dex and Con damage.



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« Last Edit: September 16, 2012, 05:00:53 PM by FireInTheSky »

Offline FireInTheSky

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Re: Nifft's Martial Disciplines
« Reply #5 on: September 15, 2012, 11:13:41 PM »
Sanguine Lotus

This secret school focuses on life, death, and control of one's own body. Its key skill is Heal, and its save DCs are modified by Wisdom. Favored weapons are the quarterstaff and unarmed strike.

*A number of these maneuvers are listed as Strike/Counter. This means you can use a maneuver as a Strike to inflict a condition on a foe, or you can use the maneuver as a Counter to negate that same condition in yourself.

Level 1
Basic Strength Technique (Boost) -- Gain +2 Strength for 1 round.
Surgeon's Glance (Stance) -- See the condition of your allies.
Vital Chakra Touch (Strike/Counter) -- Inflict Fatigue for 1 round (or negate Fatigue).

Level 2
Burst of Vigor (Boost) -- Gain temporary hit points equal to your Heal ranks for 1 round.
Dizzying Touch (Strike/Counter) -- Inflict the Sickened condition for 1 round (or negate the Sickened condition).
Touch of Life (Boost) -- Make a Heal check as a Swift action.

Level 3
Blood Activation (Stance) -- Ignore or tolerate certain conditions with a Heal check.
Chakra Blade (Stance, 3, Su) -- Your touch attacks deal piercing damage based on your Heal ranks.
Heart Blade (Strike/Counter, 1) -- Deal 2 points of Constitution damage or negate Constitution damage.
Ox Strength Technique (Boost, 1) -- Gain +4 Strength for 1 round.

Level 4
Muscle Activation (Boost, 1) -- Make one Strength-based skill check using your Heal check instead.
Tendon Crippling Grip (Strike, 2) -- Your opponent suffers a -20' speed penalty until he receives healing.
Vital Chakra Control (Strike/Counter, 2) -- Inflict or negate Fatigue.

Level 5
Lion Strength Technique (Boost, 2) -- Gain +6 Strength for 1 round.
Heart Activation (Stance, 2) -- Take 12 on Fortitude saves.
Deep Vital Touch (Strike/Counter, 1) -- Inflict Exhaustion for 1 minute (or negate Exhaustion).

Level 6
Heart Tether Technique (Strike, 4, Su) -- Creature touched takes half your damage for one minute.
Neural Realignment (Strike/Counter, 3) -- Paralyze a foe (with a Touch attack) or negate paralysis.
Heart Animation Technique (4, Su) [Evil] -- Animate a corpse of your own size and type, which fights as you, while you concentrate.

Level 7
Deep Vital Mastery (Strike/Counter, 3) -- Inflict or negate Exhaustion.
Dragon Strength Technique (Boost, 3) -- Gain +8 Strength for 1 round.

Level 8
Soul Activation (Stance, 3) -- Gain DR 5/- and fast healing 5 whenever you are below half your normal hit points.
Soul Tether Technique (4, Su) [Good] -- Restore life to a creature who has been dead for no more than one minute.

Level 9
Heart Chakra Mastery (Strike/Counter, 5) -- You cut the chakra line to your foe's heart. He immediately drops to -1 hp and is dying. Or, negate one effect that would instantly kill you.



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« Last Edit: September 16, 2012, 07:48:38 PM by FireInTheSky »

Offline Nifft

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Re: Nifft's Martial Disciplines
« Reply #6 on: August 12, 2015, 01:15:33 AM »
Huh, this is unexpected.

I wonder if any of my other stuff was copied over.

Offline FireInTheSky

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Re: Nifft's Martial Disciplines
« Reply #7 on: August 12, 2015, 02:47:15 AM »
Hi!

Yeah, I copied these over a whi- HOLY CRAP it's been a long time! :o Geez. SirP had just done his Martial Discipline Compendium and I was working on a couple things for my Sniper class. He originally had the enworld links in there, but as I wrote in the first post, they were pretty annoying to use on there, so I ported them over.

No clue if anyone has done any other stuff.

Offline Amechra

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Re: Nifft's Martial Disciplines
« Reply #8 on: August 12, 2015, 03:51:01 AM »
Huh, this is unexpected.

I wonder if any of my other stuff was copied over.

Speaking of copying stuff over...

Is there any way you could upload the stuff here somewhere where people who aren't part of Enworld can look at them? Pretty please?
"There is happiness for those who accept their fate, there is glory for those that defy it."

"Now that everyone's so happy, this is probably a good time to tell you I ate your parents."

Offline Nifft

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Re: Nifft's Martial Disciplines
« Reply #9 on: August 12, 2015, 04:02:51 AM »
Hi!

Yeah, I copied these over a whi- HOLY CRAP it's been a long time! :o Geez.
Hey.

Yeah, it has been some time. 2007 was when I started that stuff.

Has there been any feedback about my disciplines? I didn't see any maneuver use on the first page of your Sniper...

Huh, this is unexpected.

I wonder if any of my other stuff was copied over.

Speaking of copying stuff over...

Is there any way you could upload the stuff here somewhere where people who aren't part of Enworld can look at them? Pretty please?
Yeah, I'll do that.

Offline FireInTheSky

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Re: Nifft's Martial Disciplines
« Reply #10 on: August 16, 2015, 01:36:30 PM »
Yeah, it has been some time. 2007 was when I started that stuff.

Has there been any feedback about my disciplines? I didn't see any maneuver use on the first page of your Sniper...

There's a Trick Shot called "Martial Shot" that links to Heaven's Arc. But I don't think there's been any other feedback. It would have been in this thread, if any.