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| Jaerom Darkwind10-01-06, 09:22 PM | This is something a few of use at Dicefreaks have been working on, and I figured I'd post the final results here as they become ready. ToB presents a system that seems better suited to representing the Great Clans than the various methods used in OA and Rokugan d20, so our ultimate goal is to build a system in which the swordsage and warblade can be the only "samurai" classes. Rather than explain more, I'll let the work we have done so far speak for itself. |
| Jaerom Darkwind10-01-06, 09:22 PM | IAIJUTSU DUELS Samurai believe the greatest honor and the truest expression of their training is their expertise with the katana. The pinnacle of this armed martial art is the iaijutsu duel: a dramatic face-to-face confrontation in which each samurai focuses his ki, then attempts to strike his opponent while drawing his blade in a single, smooth motion. The process of conducting an iaijutsu duel is highly formalized. Since iaijutsu duels are often fatal to one or even both duelists, they are never provoked by minor insults or passing arguments. When a samurai has been deeply wronged and decides to challenge his enemy to an iaijutsu duel, he must first get his lord’s permission to issue the challenge. Since his life and body belong to his lord, the lord must consent to a duel that could mean the loss of this property. If his lord agrees, the samurai seeks out his enemy and formally requests a duel, stating the reason for the challenge and precisely naming the terms of victory. If the second samurai is willing to fight the duel, he must ask his lord’s permission to accept. The challenged samurai may himself refuse to accept the duel, though this is not a particularly honorable course of action. His lord may refuse permission, or may name another samurai to accept the duel in place of the challenged samurai. Assuming permission is granted, the challenged samurai has the right to name the place where the duel will occur (always a public place, with witnesses from both sides), as well as the time (no more than one year in the future). If circumstances prevent one samurai from appearing at the appointed time for the duel, his lord may name a samurai to fight in his place. Once this formal process has been followed, the actual duel can occur. An iaijutsu duel has three phases: stance, focus, and strike. During the stance, the duelists face each other and study each other’s stance to assess their opponent’s’ skill. During the focus, the samurai gather their energies and prepare for the strike. During the strike, one samurai draws first and the other loses the duel. In order to participate meaningfully in an iaijutsu duel, both samurai must have prepared an iaijutsu strike. Theoretically, another martial strike could be used, but since the duelists must both begin with swords sheathed, it would be rather difficult. Stance: In the first round of an iaijutsu duel, the two samurai stand a few steps apart and appraise each other, looking for signs of their opponent’s skill, training, and reflex in the samurai’s martial stance. Many duels go no further: One samurai concedes victory to the other, recognizing a clearly superior opponent. Such duels are the only bloodless iaijutsu duels. Conceding in this manner is not dishonorable. After the duelists assume their stances, they each make a Martial Lore check. The check result determines how much information they discern about the other samurai: MARTIAL LORE DC INFORMATION GLEANED 15 Opposing samurai’s stance 20 Opposing samurai’s initiator level 25 Level of highest maneuver prepared and highest iaijutsu strike prepared Focus: Both duelists make an opposed initiator level check to focus their ki; if you can make iaijutsu strikes as a standard action, you gain a +4 bonus on this check. If you do not have an initiator level, you can substitute a standard initiative check (and you probably shouldn’t be in an iaijutsu duel). Strike: After the initiator level check, both duelists draw their katanas and strike. The result of the check replaces each character’s normal initiative roll unless the character’s normal initiative modifier (Dexterity modifier plus feat bonuses) is better than her initiator level, in which case she makes a normal initiative check. The duel begins when each duelist draws her katana and strikes. The initiative winner strikes first, naturally, and initiates any iaijutsu strike maneuver she has prepared. The initiative loser, if she survives, must attack on her action as well—she cannot hold back the ki she has focused. Note that since the loser is not attacking a flat-footed foe, she does not get the opportunity to initiate an iaijutsu strike. If the initiative check is a tie, the strikes actually occur simultaneously, with both samurai considered flat-footed. On rare occasions, two samurai have been known to strike each other down in the same instant in what is called a karmic strike. If a duelist does not know any iaijutsu strike maneuvers, she has a single standard action in which she can act in the first round. If she can draw her sword as a free or swift action (for example, if she has the Quick Draw feat), then she can either make a normal melee attack, or initiate a standard action martial strike. Otherwise, she can do nothing other than draw her weapon, and must wait until the next round to act. After the initial round of the duel, the two samurai can continue fighting in normal combat, if both survive. They can no longer initiate iaijutsu maneuvers unless the circumstances under which such can be initiated somehow arise again in the course of the fight (one samurai returns her sword to its sheathe and the other becomes flat-footed). |
| Jaerom Darkwind10-01-06, 09:24 PM | THE THOUSAND YEARS OF STEEL Decades ago, the samurai Kakita Kaiten and Mirumoto Uso met for a duel of respect—the bloodless challenge between masters of the Mirumoto and Kakita schools that occurs almost every generation. Having seen two major wars during their lifetimes, Uso and Kaiten understood the value of peace between the Clans. The two swordsmen conspired to settle the differences between their families, designing maneuvers that unified the two traditions instead of setting one against the other. Through intense practice, innovation, and patience, these masters of the blade devised five maneuvers that share the vision of both Mirumoto Hojatsu and Kakita. Kaiten and Uso encouraged the spread of these maneuvers throughout the Empire, especially in the lands of their own clans. Following their example, the Kakita and Mirumoto have come to a new appreciation of each others’ styles, and come one step closer to uniting the genius of the two greatest swordsmen to ever live. These maneuvers are known collectively as the Thousand Years of Steel, and are practiced by all major bushi dojo of the Great Clans. ________________________________________ _____________________ UNIVERSAL MANEUVERS Iaijutsu Strike, Least: Strike—Draw weapon and strike flat-footed opponent for 2d6 extra damage. Striking as Earth: Stance—Gain +2 natural armor, –2 to Wis- and Cha-based skills. Striking as Fire: Stance—Gain +1 to initiative and attack rolls, –2 to damage rolls. Striking as Water: Stance—Gain +2 to damage rolls, -2 to initiative and attack rolls. Striking as Wind: Stance—Gain +6 bonus to initiative, –3 to attack and damage rolls. The Empire Rests on Its Edge: Boost—Gain a bonus on attack rolls based on skill check. Iaijutsu Strike, Lesser: Strike—Draw weapon and strike flat-footed opponent for 10d6 extra damage Striking as Void: Boost—Maintain two stances at once. Standing on the Heavens: Counter—Force reroll on successful attack. The Victory of the Wind: Stance—Gain +1 insight bonus each time you successfully attack. Iaijutsu Strike: Strike—Draw weapon and strike flat-footed opponent for 10d6 extra damage. The World is Empty: Boost—Gain insight bonus to all rolls based on maneuvers readied. Iaijutsu Strike, Greater: Strike—Draw weapon and strike flat-footed opponent for 20d6 extra damage. The Victory of the River: Strike—With each attack that hits, make another attack with increasing penalty. THE EMPIRE RESTS ON ITS EDGE Universal (Boost) Level: Swordsage 2, Warblade 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn The first common truth that Mirumoto Uso and Kakita Kaiten discovered about their ancestors’ styles is that both men applied the art of the sword to every aspect of life. Each endeavor requires devotion, training, and a goal. Those who learn this maneuver realize that everything must be treated as if it rests upon the edge of a sword. When you first learn this maneuver, choose a single Charisma, Intelligence, or Wisdom-based skill you know. When you initiate this maneuver, you gain a competence bonus on all attack rolls equal to one fourth of the chosen skill’s bonus (rounded up). IAIJUTSU STRIKE Universal (Strike) Level: Swordsage 5, Warblade 5 Prerequisites: One iaijutsu strike maneuver Initiation Action: 1 full-round action Range: Melee attack Target: One creature This ancient technique is taught all over the Empire, though its greatest masters are found in the Kakita family of the Crane clan. It is used both on the battlefield and in formal iaijutsu duels, and is widely considered the very pinnacle of the art of the sword. You draw your katana and strike with it in one fluid motion. In order to use this maneuver, you must begin the round with your sword sheathed. This maneuver allows you to draw your weapon and then make a single melee attack, dealing an extra 10d6 damage. An iaijutsu strike can only be initiated against a flat-footed opponent or an inanimate object. IAIJUTSU STRIKE, GREATER Universal (Strike) Level: Swordsage 7, Warblade 7 Prerequisites: Two iaijutsu strike maneuvers This maneuver functions like iaijutsu strike, except as noted above and that it deals an extra 20d6 damage. IAIJUTSU STRIKE, LEAST Universal (Strike) Level: Swordsage 1, Warblade 1 Prerequisites: None This maneuver functions like iaijutsu strike, except as noted above and that it deals an extra 2d6 damage. IAIJUTSU STRIKE, LESSER Universal (Strike) Level: Swordsage 3, Warblade 3 Prerequisites: None This maneuver functions like iaijutsu strike, except as noted above and that it deals an extra 6d6 damage. STANDING ON THE HEAVENS Universal (Counter) Level: Swordsage 4, Warblade 4 Initiation Action: 1 immediate action Range: Personal Target: You The ultimate lessons of Kakita and Mirumoto teach that the blade is a living thing, guided by the soul of the samurai. Like anything that is alive, it is bound by the will of the Heavens in action—though a truly skilled samurai can stand above the Celestial Pattern to get a better understanding of destiny. It is this view of the world and its patterns as a whole that leads to ultimate mastery, not only of the sword, but of one’s own destiny. This maneuver focuses the samurai’s soul to be an indomitable force that is assured of the outcome of a fight—his victory. When you would otherwise be struck in combat, you can initiate this maneuver to force the attack roll to be rerolled. STRIKING AS EARTH Universal (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance This simple stance draws upon the vast inner reserves of Earth within the body. Just as Earth is shielded from harm, so does it often fail to perceive the world around it. You suffer a +2 natural armor bonus for the duration, but suffer a –2 penalty to all Wisdom- and Charisma-based skill checks. STRIKING AS FIRE Universal (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance This simple stance is adaptable to any weapon or empty hand. Schools that primarily focus on speed over power teach this stance right away, improving the accuracy and repetition of a student’s strike. While using this stance, you gain a +1 insight bonus to melee attack rolls and initiative checks, but suffer a –2 penalty to all weapon damage rolls. STRIKING AS WATER Universal (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Focusing on pure strength, Striking as Water brings to bear the power of Water, sacrificing precision for the pure ability to inflict damage. Given the nature of this stance, however, bladed weapons gain no benefit from it (though penalties still apply). Only bludgeoning weapons or unarmed attacks benefit from Striking as Water. While using this stance, you gain a +2 insight bonus on all melee damage rolls, but suffer a –2 penalty to your initiative check and all attack rolls. STRIKING AS WIND Universal (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance This stance relies upon speed and maneuverability at the cost of all else. Striking as Wind allows phenomenally quick movements at the cost of both power and accuracy. While using this stance, you gain a +6 insight bonus to your initiative check, but suffer a –3 penalty to all attack and damage rolls. STRIKING AS VOID Universal (Boost) Level: Swordsage 3, Warblade 3 Prerequisites: Four elemental stances Initiation Action: 1 swift action Range: Personal Target: You Duration: Three rounds Striking as Void broadens the mind so that other stances may be utilized more easily. It allows you to use two stances simultaneously. You must name a second stance (aside from the one you are currently using) when you initiate this maneuver, and you cannot thereafter change it. THE VICTORY OF THE RIVER Universal (Strike) Level: Swordsage 7, Warblade 7 Initiation Action: 1 full-round action Range: Melee attack Target: One creature Central to the master’s control of swordplay is the relaxation of mind and body. This maneuver helps the samurai to adapt to the changing tides of warfare and the art of combat. In this strike, the samurai’s strikes flow beautifully and cleanly; ten strikes blend into one flowing arc of steel. The strikes this maneuver favors flow together, causing one effective attack to create another, and then another. As part of this maneuver, you make a single melee attack against an opponent. If that attack hits, resolve your damage as normal. You can then make another attack against that foe with a –4 penalty on your attack roll. If that attack hits, you can make another attack against that opponent with a –8 penalty. You continue to make additional attacks, each one with an additional –4 penalty, until you miss or your opponent is reduced to –1 hit points or fewer. You must direct all these attacks at a single foe. THE VICTORY OF THE WIND Universal (Stance) Level: Swordsage 4, Warblade 4 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance In both the art of iaijutsu and in a skirmish, the master of the sword understands that it is not he who strikes first who is victorious, but he who strikes first with perfect form. This stance enforces the idea that a hindered man strikes slowly and poorly, and the man who can attack with precision and speed is to be feared. By focusing on disabling the opponent instead of overpowering him, this stance’s quick, shallow strikes take advantage of opponents who attack with sheer force. Each time you deal 10 or more points of damage with a single melee attack against an opponent, you gain a cumulative +1 insight bonus to attack that opponent, to a maximum of half your initiator level. THE WORLD IS EMPTY Universal (Boost) Level: Swordsage 6, Warblade 6 Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn Both Mirumoto Hojatsu and Kakita were mortal men, but ones who walked alongside the Kami in the armies that defeated the Dark Brother Fu Leng. Even though they were not as powerful as the Kami, they found that seven mortals could reach within to find a point of perfection: the Void. Both men sought to hone this ability through training with the sword. This maneuver, a natural outgrowth of their styles, draws out and expends this inner power in a swift display of awesome skill. The focus of this maneuver is more intense than most, and it strains a samurai who uses it. When you initiate this maneuver, you gain an insight bonus to all rolls equal to the twice number of maneuvers you have ready. All of your maneuvers are expended by this boost, and at its end you become fatigued. You cannot recover your maneuvers or recover from your fatigue until you rest for at least one hour. |
| Jaerom Darkwind10-01-06, 09:25 PM | In the secluded gardens of the Kakita Dueling Academy, master sensei Kakita Noritoshi stood surrounded by six of his most gifted and promising students. Beside him, in the center of the garden, was a low stone pedestal with a water-filled basin. It was as old as the school itself, and known as the Pool of the Perfect Stroke. “The secret of Kakita’s technique,” Noritoshi began, walking around the circle slowly, “is not simply about the speed of one’s blade, as many believe. Nor is it merely the precision of your strike. Kakita’s ultimate lesson is one of subtlety. Without subtlety, no amount of speed and precision can make you a master of the Kakita style.” He stood quietly, waiting for the inevitable question. “Master, I do not understand.” It was Kakita Ukote who broke the silence. Noritoshi smiled inwardly. Ukote was young and gifted, always eager for knowledge and an understanding of the style. He would be a great warrior one day. “How does one master subtlety with the katana? It seems so… so…” “Contradictory, yes,” Noritoshi replied. “But true nonetheless. A great duelist can have speed, precision, and strength, but without subtlety he will never be a master. It is the ultimate expression of the beauty and art of the Kakita style.” Noritoshi surveyed his students again, looking for any sign of comprehension. As usual, even his most advanced students displayed little. He sighed lightly. “Very well, then. I shall show you.” Noritoshi reached into his obi and withdrew a single pristine leaf. He held it delicately above the basin, allowing all of his students to see it before allowing it to drift lazily downward and settle lightly upon the surface of the water. Stepping back from the basin, the iaijutsu master dropped easily into a dueling stance, his hand gripping the hilt of his sword. For several long moments, he regarded the basin with no sign of movement. Suddenly there was a blaze of motion. Noritoshi now stood in the classic pose of a duelist having completed a single strike, but with no apparent effect. Several students winced in pain, as they believed they had just seen their honorable sensei miss his target, a great dishonor. Noritoshi leaned forward and blew very gently upon the surface of the water. The leaf, stirred by the motion of the air around it, separated neatly into two perfect halves. In awe, Ukote uttered, “Master, you did not even touch the surface of the water! Your stroke… it was perfect!” Noritoshi said nothing, but instead held his blade before him and performed the ancient flicking motion that cleaned the katana of an enemy’s blood. A single drop of water arced across the room to strike the stone floor at Ukote’s feet. “Perfect? I am afraid not. I am a student of Kakita just as each of you.” “What would happen if one of us were to master the perfect cut?” another eager student blurted out. Arching a single brow, Noritoshi said simple, “Then that student would take my place.” IAIJUTSU MASTER [ANCESTOR: KAKITA] You are not only descended from Kakita, the greatest duelist ever to have lived, but you share a karmic tie to his spirit. Clan: Crane. Benefit: Once per day, you can make any one attack roll, saving throw, or skill check using your Martial Lore skill modifier in place of all other modifiers. For example, you can roll a melee attack roll using only your Martial Arts skill modifier instead of your total attack bonus (including Strength modifier, weapon enhancement bonus, Weapon Focus bonus, size modifier, and all other bonuses to your attack roll). You give up all your other modifiers and use your skill modifier instead. POWER ATTACK – IAIJUTSU [ANCESTOR: KAKITA RENSEI] Your ancestor was a renowned duelist whose strength was legendary. Clan: Crane. Benefit: In an iaijutsu duel, you add an extra 1d6 points of damage to the damage from your Iaijutsu Focus maneuvers. ONE WITH THE SWORD [ANCESTOR: KAKITA TOSHIMOKO] Clan: Crane Benefit: Martial Lore is always a class skill for you. In addition, you add your Honor to your initiator level during formal duels. A Note on Crane Schools: Though every dojo and every sensei teaches a slightly different approach to kenjutsu, there are a few general groups that can be outlined. The most famous Crane swordsmen are called kenshinzen, masters of the art of iaijutsu, and come primarily from the Kakita family. The Kakita family has also produced a newer tradition which calls itself the Blades of Hoturi and seeks to emulate the Crane hero Kakita Hoturi. Kakita dojo typically train swordsages. The Daidoji are not without their own prestigious warriors, called the yojimbo (bodyguards). However, most Daidoji samurai follow the tradition of the Iron Crane (the nickname used by Crab warriors who fight at their sides on the Wall). Also worth mentioning is the Daidoji Harrier tradition, which teaches both the Daidoji maneuvers listed here and a selection of ninja maneuvers. Daidoji dojo typically train warblades. The Doji are not known for their combat prowess, but they do send their most promising swordsmen to the Kakita schools for training, and some of these are subsequently chosen to train as Doji Elite Guards. THE WAY OF THE CRANE Iaijutsu Strike, Least: Strike—Draw weapon and strike flat-footed opponent for 2d6 extra damage. One Strike, Two Cuts: Strike—Attack two opponents. Watchful Falcon: Stance—Gain a +4 bonus to Sense Motive, Spot, and Search checks, and a –2 penalty on Diplomacy and Bluff checks. Way of the Crane: Stance—Gain a +2 bonus to initiative and draw your katana or wakizashi as a swift action. Use iaijutsu more effectively. Wielding the Inner Fire: Boost—Refocus initiative as a move action. The Empire Rests on Its Edge: Boost—Gain a bonus on attack rolls based on skill check. Moving the Shadow: Stance—Gain a dodge bonus to AC equal to the armor check penalty (if any) of the opponent striking you. One Strike Blade: Boost—For every attack you sacrifice in a round, add +5 to your initiative in later rounds. Strike Beneath the Veil: Strike—Gain extra attack. The Force of Honor: Boost—Gain damage reduction based on initiator level. Iaijutsu Strike, Lesser: Strike—Draw weapon and strike flat-footed opponent for 6d6 extra damage. Silent Talon: Stance—Gain a +2 competence bonus to all Hide and Move Silently checks and to saves against divinations, and +2d6 sudden strike. Strength of the Crane Thunder: Stance—You an allies deal +1 damage/2 initiator levels against flanked target. Strike at the Heart: Counter—Attack an opponent who readies an action against you and cause the action to be lost. Hoturi’s Speed: Counter—Re-roll any attack roll that misses with a +2 bonus. Kakita’s Technique: Strike—Make attacks against adjacent foes, +2 on each attack. Standing on the Heavens: Counter—Force reroll on successful attack. Strike from the Void: Boost—Deal maximum damage with an iaijutsu strike. Strike with no Thought: Counter—Make an iaijutsu strike against a charging opponent. The Victory of the Wind: Stance—Gain +1 insight bonus each time you successfully attack. Blade of Whispers: Boost—Add half your Diplomacy bonus to all attack rolls using the katana. Doji’s Scrutiny: Boost—Gain a +10 insight bonus on attack roll with successful Spot check. Iaijutsu Strike: Strike—Draw weapon and strike flat-footed opponent for 10d6 extra damage. Unforgiving Steel: Counter—Strike opponent who attacks you and misses. Spirit Strike: Counter—Make an iaijutsu strike when opponent closes range. Way of the Kenshinzen: Stance—Gain a +6 bonus to initiative and draw your katana or wakizashi as a free action. Use iaijutsu more effectively. The World is Empty: Boost—Gain insight bonus to all rolls based on maneuvers readied. Iaijutsu Strike, Greater: Strike—Draw weapon and strike flat-footed opponent for 20d6 extra damage. Iron Feather: Strike—Gain extra damage against weakened foe. One Leg Stance: Stance—Make one additional attack at your highest base attack bonus, but sacrifice your mobility. The Victory of the River: Strike—With each attack that hits, make another attack with increasing penalty. Echoes of the Edge: Strike—Strike at a creature an additional time as a swift action, if you successfully damage the target on the initial strike. To Tread on the Sword: Boost—Prevent opponent from initiating maneuvers against you. Iaijutsu Strike, True: Strike—Draw katana and strike flat-footed opponent for 30d6 extra damage. BLADE OF WHISPERS Crane [Kakita] (Boost) Level: Swordsage 5, Warblade 5 Prerequisites: Two Kakita maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn The Blades of Hoturi train in the basic diversification of skills that made Kakita Hoturi so talented, learning subtlety both in the courts and on the battlefield. This maneuver allows you to add half your Diplomacy bonus to attack rolls using the katana. DOJI’S SCRUTINY Crane [Doji] (Boost) Level: Swordsage 6, Warblade 6 Prerequisite: 1 Doji maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn None of the Kami were as Perceptive and insightful as the Lady Doji. The Doji Elite Guards learn the techniques she once used. When you initiate this maneuver, you make a Spot check against a single opponent (DC 20). If successful, you gain a +10 insight bonus on all attack rolls against that opponent. ECHOES OF THE EDGE Crane [Kakita] (Strike) Level: Swordsage 8, Warblade 8 Prerequisites: Three Kakita maneuvers Initiation Action: 1 swift action Range: Melee attack Target: One creature This maneuver allows you to strike at a creature an additional time as long as you successfully damage the target on the initial strike. This additional attack is resolved at your highest base attack bonus and must be directed at the same creature your previous attack struck; the strike lands on precisely the same location as the cut before, but slices yet deeper. If this strike hits, it deals an amount of damage equal to the previous strike. If the previous strike was a martial maneuver, the maneuver is initiated again as though it had not been expended. If the previous strike was a critical hit, this free strike is a critical hit as well and it inflicts the same damage as the prior strike. If this strike echoes an iaijutsu strike delivered from the way of the kenshinzen stance, it is visible (though still incredibly fast). THE FORCE OF HONOR Crane [Daidoji] (Boost) Level: Swordsage 3, Warblade 3 Prerequisite: 1 Daidoji maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round Bushi of the Daidoji Yojimbo school learn to focus their inner strength to greatly increase their endurance. This boost grants damage reduction 1/— per two initiator levels. Damage reduction can reduce damage to 0 but not below 0. (That is, you cannot actually gain hit points in this manner.) HOTURI’S SPEED Crane [Kakita] (Counter) Level: Swordsage 4, Warblade 4 Prerequisites: Two Kakita maneuvers Initiation Action: 1 immediate action Range: Personal Target: You So great was the speed of Kakita Hoturi that even a missed strike was not a failure. If one of your melee attacks misses, you can initiate this maneuver to reroll that attack roll with a +2 bonus. IAIJUTSU STRIKE, TRUE Crane [Kakita] (Strike) Level: Swordsage 9, Warblade 9 Prerequisites: Four Kakita maneuvers, two iaijutsu strike maneuvers This maneuver is the pinnacle of Kakita’s art, and only the greatest kenshinzen ever learn it. It functions like iaijutsu strike, except as noted above and that it deals an extra 30d6 damage. IRON FEATHER Crane [Daidoji] (Strike) Level: Swordsage 7, Warblade7 Initiation Action: 1 standard action Range: Melee attack Target: Once creature Harriers are trained to cut down foes with brutal efficiency. As part of this maneuver, you make a melee attack against a creature. This attack deals an extra 4d6 points of damage. If the target’s current hit points are less than its full normal hit points, the attack instead deals an extra 6d6 points of damage. If its hit points are equal to or less than one-half its full normal hit points, the attack instead deals an extra 14d6 points of damage. KAKITA’S TECHNIQUE Crane [Kakita] (Strike) Level: Swordsage 4, Warblade 4 Initiation Action: 1 standard action Range: Melee attack Target: All adjacent creatures You have mastered the speed of the strike such that you strike between the spaces of a heartbeat. When you initiate this strike, you make a melee attack against every opponent adjacent to you. Resolve each attack separately. You gain a +2 bonus on each of these attacks, which are otherwise made at your highest attack bonus. MOVING THE SHADOW Crane [Daidoji] (Stance) Level: Swordsage 2, Warblade 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Bushi of the Daidoji Yojimbo school are taught to dodge and move in ways that force their opponents to work against the restrictions of their own armor. While in this stance, you gain a dodge bonus to your AC equal to the armor check penalty (if any) of the opponent striking you. ONE LEG STANCE Crane (Stance) Level: Swordsage 6, Warblade 6 Prerequisites: Three Crane maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Like a crane, the warrior tucks one leg beneath her body, performing a flurry of rapid strikes all about them. While in this stance, you may make one additional attack each round at your highest base attack bonus. However, while in this stance your speed is halved, and you cannot run or charge. ONE STRIKE BLADE Crane [Kakita] (Boost) Level: Swordsage 2, Warblade 2 Initiation Action: 1 swift action Range: Personal Target: You Duration: Instantaneous The Kakita bushi use this technique to emulate the speed and accuracy of their founder. This maneuver can only be initiated at the beginning of your turn, before a full attack action. You choose to forgo one or more of your iterative attacks, starting with the one with the lowest bonus, and in exchange gain a +5 bonus per attack to your initiative in subsequent rounds. ONE STRIKE, TWO CUTS Crane [Kakita] (Strike) Level: Swordsage 1, Warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: Two creatures With the grace and elegance of a Kakita master, you make an attack that injures multiple opponents. As you initiate this strike, you make two melee attacks, each against a different foe that you threaten. Resolve each attack separately. SILENT TALON Crane [Daidoji] (Stance) Level: Swordsage 3, Warblade 3 Prerequisites: One Daidoji maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance A Daidoji Harrier strikes from the shadows, catching her prey unaware and cutting them down before they can respond to her. While in this stance, you gain a +2 competence bonus to all Hide and Move Silently checks, and gain +2 to saves versus any divination spells or magic that would reveal your location or identity. In addition, while you are in this stance you gain the sudden strike ability, if you do not already have it, which deals an extra 2d6 points of damage. If you already have the sudden strike class feature, your existing sudden strike ability deals an extra 2d6 points of damage. See the ninja class feature for a complete description of sudden strike. SPIRIT STRIKE Crane [Kakita] (Counter) Level: Swordsage 7, Warblade 7 Prerequisites: Three Kakita maneuvers Initiation Action: 1 immediate action Range: Personal Target: You The greatest Kakita duelists understand that the principles of iaijutsu apply to all forms of combat. When an opponent moves into a square adjacent to you, you can initiate this counter and simultaneously initiate any iaijutsu strike maneuver that you have readied. The opponent is considered flat-footed for this attack. In order to initiate this counter, you must have your sword sheathed and be able to execute iaijutsu strikes as a standard action. STRENGTH OF THE CRANE THUNDER Crane [Daidoji] (Stance) Level: Swordsage 3, Warblade 3 Prerequisites: One Crane maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The first lesson taught to the Daidoji Heavy Regulars is that of solidarity. This stance allows you and your allies to gain additional benefits against a flanked opponent. When you flank a foe, you and allies who flank the enemy with you gain a bonus on damage rolls against that opponent equal to 1/2 your initiator level. STRIKE AT THE HEART Crane (Counter) Level: Swordsage 3, Warblade 3 Prerequisites: One Crane maneuver Initiation Action: 1 immediate action Range: Personal Target: You Your speed and skill are such that you slice through your enemy’s defenses. When an opponent readies an action in combat against you, you may use this counter to make a single melee attack against her. If this attack strikes successfully, her readied action is lost. STRIKE BENEATH THE VEIL Crane [Daidoji] (Strike) Level: Swordsage 2, Warblade 2 Initiation Action: 1 full-round action Range: Personal Target: You Bushi of the Daidoji Yojimbo school learn to better penetrate their enemies’ defenses, gaining an extra melee attack. As part of this maneuver, you take a full attack action and make your normal melee attacks. However, you can make one additional attack this round at your highest base attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a –2 penalty. STRIKE FROM THE VOID Crane [Kakita] (Boost) Level: Swordsage 4, Warblade 4 Prerequisites: Two Kakita maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round You have vast reserves of inner strength, and have learned to focus them through your sword. This boost, if initiated in the round before an iaijutsu strike, causes the strike to deal maximum damage. STRIKE WITH NO THOUGHT Crane [Kakita] (Counter) Level: Swordsage 4, Warblade 4 Prerequisites: Two Kakita maneuvers Initiation Action: 1 immediate action Range: Personal Target: You As your mastery of Kakita’s teachings increases, your deadliness in combat grows. When an opponent charges you, you can initiate this maneuver and simultaneously initiate any iaijutsu strike maneuver that you have readied. The strike is resolved before that of your opponent, and she is considered flat-footed. In order to initiate this counter, you must have your sword sheathed and be able to execute iaijutsu strikes as a standard action. TO TREAD ON THE SWORD Crane [Daidoji] (Boost) Level: Swordsage 8, Warblade 8 Prerequisites: Three Daidoji maneuvers Initiation Action: 1 swift action Range: Close (25 ft. + 5 ft./2 levels) Target: One creature Duration: End of combat The final lesson taught at the Daidoji Yojimbo school is how to use an opponent’s school against her. If you succeed on a Martial Lore check opposed by the target’s initiator level check, she cannot initiate any strikes or counters against you, nor can she apply benefits of boosts or stances to her actions against you, for the duration of combat. UNFORGIVING STEEL Crane [Daidoji] (Counter) Level: Swordsage 5/Warblade 5 Prerequisite: Two Daidoji maneuvers Initiation Action: 1 immediate action Range: Personal Target: You The lightning reaction of the Harrier allows him to exploit any weakness in others, taking full, merciless advantage of their mistakes. You can initiate this maneuver any time an opponent attempts a melee attack against you and misses. You gain an immediate counter attack against that opponent, with a +5 bonus on the roll. WATCHFUL FALCON Crane [Doji] (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Doji courtiers and magistrates both make use of this technique in order to focus their senses. While in this stance, you gain a +4 bonus to Sense Motive, Spot, and Search checks. However, you also take a –2 penalty on Diplomacy and Bluff checks due to your distant demeanor. WAY OF THE CRANE Crane [Kakita] (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Centuries of tradition and excellence have honed your swordsmanship to a razor’s edge. While you are in this stance, you gain a +2 bonus to Initiative rolls, and can draw a katana or wakizashi as a swift action. This bonus stacks with that provided by Improved Initiative. In addition, you can initiate iaijutsu strike maneuvers as a standard action instead of a full round action. WAY OF THE KENSHINZEN Crane [Kakita] (Stance) Level: Swordsage 6, Warblade 6 Prerequisites: Two Kakita maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance A more advanced version of Way of the Crane, this was the stance favored by the legendary Kakita himself. While you are in this stance, you gain a +6 bonus to Initiative rolls. This bonus stacks with that provided by Improved Initiative. In addition, you can initiate iaijutsu strike maneuvers as a standard action instead of a full round action. At the end of such maneuvers, you can resheathe your katana as a free action. This strike is so fast that no blood stains your blade, and the victim may not initially realize he has been cut. (A successful Spot check opposed by your initiator level check allows an observer to notice a faint blur about the target as the strike connects.) Finally, this stance allows you to take a swift action during the first round of an iaijutsu duel, either before or after your iaijutsu strike. WIELDING THE INNER FIRE Crane [Daidoji] (Boost) Level: Swordsage 1, Warblade 1 Initiation Action: 1 move action Range: Personal Target: You Duration: Instantaneous This centering technique is taught by the Daidoji Yojimbo school, and is usually combined with a full defense action. This maneuver allows you to refocus your initiative as a move action. You immediately move up in the initiative count and are positioned as though you had rolled a natural 20 on your initiative check. |
| narukagami10-01-06, 09:58 PM | :clap: Bravo, seriously. I can't wait to see more. |
| madmonk10-01-06, 10:33 PM | Man, you are like... a Kami :D These kind of things show that with effort you can take any kind of rules and adapt it to any genre... I'm impressed :tiphat: |
| aelryinth10-02-06, 03:37 PM | A nice conversion. Copying over the flavor text was probably a little too much, for those of us who have the original books. Still, the idea behind the katas that you've turned into manuvers is that fighters could take them in the same manner that casters could learn new spells, by spending time and xp. While shoe-horning them into the Crane's technique school is a good idea, it also detracts from some of the flexibility katas brought to OA (though the protracted time needed to execute them and very short term relative duration was odious enough). I wonder how Kakita won his duel when faced with the Matsu kata where you never, ever lose your dex bonus or become flat footed? No super damage strikes for you! ===Aelryinth |
| Jaerom Darkwind10-02-06, 04:41 PM | A nice conversion. Copying over the flavor text was probably a little too much, for those of us who have the original books.If you're going to do something, do it all the way. Still, the idea behind the katas that you've turned into manuvers is that fighters could take them in the same manner that casters could learn new spells, by spending time and xp. While shoe-horning them into the Crane's technique school is a good idea, it also detracts from some of the flexibility katas brought to OA (though the protracted time needed to execute them and very short term relative duration was odious enough).I don't know, I never found the katas to be a terribly good idea. It was nice to give fighters more options, but at the same time, I think that unlike fighters and samurai, the ToB classes are actually balanced with spellcasters, making such extra power boosts unnecessary. I wonder how Kakita won his duel when faced with the Matsu kata where you never, ever lose your dex bonus or become flat footed? No super damage strikes for you!Personally, I hate it when mechanics don't support their flavor. That kata will have to be altered when we get to it. |
| Kalis Atrud10-02-06, 05:59 PM | I wonder how Kakita won his duel when faced with the Matsu kata where you never, ever lose your dex bonus or become flat footed? No super damage strikes for you! ===Aelryinth Maybe the Kata was created after he won, so (a) Matsu would never be caught by the same technique again. Just an idea. |
| narukagami10-02-06, 06:01 PM | Maybe the Kata was created after he won, so (a) Matsu would never be caught by the same technique again. Just an idea. Or maybe the d20 mechanics are totally irrelivant to L5R canon due to it being based on a card game and a d10-roll-and-keep RPG where Iaijutsu functions completely different. |
| Kalis Atrud10-02-06, 06:09 PM | Or maybe the d20 mechanics are totally irrelivant to L5R canon due to it being based on a card game and a d10-roll-and-keep RPG where Iaijutsu functions completely different. That's another explanation. |
| aelryinth10-03-06, 03:25 AM | Matsu was also a woman:) In the d10 system, the ultimate Iajitsu duelists are actually the Rank 5 lions using Akodo's technique. Since in the d10 system you raise or strike, all they need do is keep raising and raising and raising until both characters are unhittable. Then, when their opponent declares a strike, thinking they are safe, they disregard the raises and make a normal attack, bereft of the benefit of the raises. In the d10 system, a couple nice die rolls and they can still insta kill someone, even if they don't get to take off the other person's head. In all actuality, you'd simply make the high level Matsu technique a stance. Note you are restricted to moving at a walk while in the zone, as it were...and any duelist could take one look at you and know better then to try whatever silliness they are about to on you. I actually consider it highly appropriate for a Lion...Akodo DID beat Doji, after all, and Matsu would be sure to come up with something to trump Kakita, if only after the fact. ===Aelryinth ===Aelryinth |
| sabino10-08-06, 02:46 AM | o man this is so cool, i still havent bought ToB but i have it in PDF untill i do and automaticly thought OA and this makes it all worth while. Will you be adding styles for the other houses? Please, PLEASE, PLEASE |
| madmonk10-08-06, 08:38 AM | i have it in PDF Uh... you are not very bright, are you? Do you understand that Wizards hasn't released the ToB in pdf, so your copy must be a pirated-scanned one? And if you paid for THAT pdf, sir, you are less than not very bright :P Don't post these things here unless you want to be banned. |
| Jaerom Darkwind10-08-06, 06:54 PM | Will you be adding styles for the other houses? Yes, eventually. Nick's writing up Dragon at the moment, and the others will get done when we can. Personally, I think I'm going to do WoT swordsmanship before I do another Lo5R clan. |
| Haruspex10-08-06, 07:19 PM | If you do Scorpion, will they have left-handedness as a prerequisite?:) |
| Eagleyes10-19-06, 11:24 AM | very good. I will use it! why we don't do a new samurai class based in the warblade and the swordsage for this feats? |
| Nobunaga Oda11-20-06, 08:48 PM | By God! I loved the Styles! Are you working in the others? How are the progress from other clans? Thank you. |
| aelryinth11-21-06, 01:46 PM | If you do Scorpion, will they have left-handedness as a prerequisite?:) Scorpion style is based on deception, underhandedness and Sneak attacking (unless you are from Sword of Bitter Lies, in which case it's based on...luck and recklessness?). The Scorpion katas helped you Feint, sneak attack, granted concealment, etc....very much like the Shadow Stalker style, without all the ninja trimmings all the time. oh, and like the Crane, they had quite an emphasis on going first. Had to max that SA dmg, you know. ===Aelryinth |
| Darth Sephiroth11-30-06, 02:38 AM | Interesting, some very good ways to add ToB stuff to an OA game. |
| Ventilatory_Threshold03-09-07, 06:32 PM | :bump: |
| ted_the_mindflayer03-09-07, 11:26 PM | wow :coolcthul :thumbsup: really how long did it take you to come up with all that material? This is by far a much better system for representing Iajitsu strikes then the one in the OA. Maybe i will buy Tome of Battle............. |
| TheCook03-10-07, 12:47 PM | Nice, but it would be even nicer to recreate the two martial classes, adapting them to asian setting |
| Jaerom Darkwind03-10-07, 01:03 PM | Nice, but it would be even nicer to recreate the two martial classes, adapting them to asian settingWhat part of them needs adaptation? |
| narukagami03-10-07, 01:04 PM | What part of them needs adaptation? Weapon proficiency list? Maybe? |
| Jaerom Darkwind03-10-07, 01:06 PM | wow :coolcthul :thumbsup: really how long did it take you to come up with all that material?Many hours, but not as long as you might think. Some of it is adapted from Lo5R material, so it was simply a question of creating appropriate d20 mechanics; the rest is from Rokugan d20 source books and OA, and I just rebuilt the abilities into maneuvers (or sometimes just renamed appropriate maneuvers already found in ToB). This is by far a much better system for representing Iajitsu strikes then the one in the OA. Yes, Iaijutsu was one of the first things I thought of when I got ToB--Iaijutsu Focus was a pretty bad idea, and this is an elegant way of fixing it. Maybe i will buy Tome of Battle.............It's a great book. |
| Jaerom Darkwind03-10-07, 01:09 PM | Weapon proficiency list? Maybe? All simple and martial weapons seems to cover things pretty well. |
| narukagami03-10-07, 01:10 PM | All simple and martial weapons seems to cover things pretty well. Yeah, I was just fishing. I don't see anything that needs to be converted at all either. Except maybe flavor text, and thats hardly important. |
| Jato06-05-07, 12:33 PM | Brilliant, ToB was practically made for this. :clap: I applaud your efforts |
| Jaerom Darkwind12-01-07, 01:15 PM | Rosajin smacked his boken against the stone floor, and a sharp ringing sound echoed throughout the great chamber of the dojo. “Ichi!” the Grandmaster called out, and the hundreds of students before him performed the first step of the most basic kumitachi in the Niten style. “Ni!” Rosanjin called again, the sounds of his boken keeping time filling the room again. The sensei surveyed his class as he counted out time with his voice and wooden sword, guiding his students one step at a time. Only two hundred and thirteen. “Small class,” he grunted to himself. A handful of students, scattered throughout the class, nearly tripped as they moved at the sound of their master’s voice, only to try and stop themselves when they realized their error. The Grandmaster couldn’t help a grin at the sight. He also sourly noted several of the other students laughing quietly at the mistakes of their classmates. “San!” the sensei barked out suddenly, and the class returned to order as the students continued their form. “Shi!” he called quickly, stalking toward one of the others who had thought his fellow students were a source of amusement. “GO!” He stepped nearer, almost a sword’s length between them. “ROKU!” he yelled, his face now mere inches from the student, who was trying his best to pretend his Grandmaster was not screaming out orders directly in his ear. “SICHI! HACHI! KU!” Rosanjin commanded in quick succession, and the strain proved to be too much for the student, who slipped and fell. The Greandmaster of the Iron Mountain Dojo glared down at the student, and the rest of the class stared directly ahead, waiting on their sensei’s command. After a moment of absolute silence, Rosanjin raised an eyebrow at the young bushi. “You fell,” he said, flatly. “H… hai, Grandmaster,” the youth stammered, not knowing if he should attempt to pull himself to his feet, or if the sensei would find such scuttling offensive. “Why?” Rosanjin asked, genuine curiosity in his voice. The student found the courage to meekly reply, “I… wasn’t expecting you to do that, sensei.” “Good,” the Grandmaster said, and grumbled, “Now get back on your feet and into low stance.” As he turned and walked back to the front of the class, Rosanjin was sure that was a student that wouldn’t be surprised again for a while. BORN DUELIST [ANCESTOR: MIRUMOTO] You claim descent from Mirumoto, one of the first two samurai to join Togashi in his meditative retreat. Clan: Dragon. Benefit: You gain an additional +1 AC bonus from the use of any way of the dragon stance. UNSTOPPABLE BLADE [ANCESTOR: MIRUMOTO MUSAYA] Your skill with the blade often goes unnoticed, but never fails you. Clan: Dragon. Benefit: Martial Lore is always a class skill for you, and you gain a +2 competence bonus on Martial Lore checks. In addition, you gain a +2 competence bonus to your initiator level during Iaijutsu Duels. A Note on Dragon Schools: The Dragon clan is known for the Niten style, which is variously translated as “two swords as one” or “two heavens as one”. This style was created by Mirumoto and is practiced primarily by the Mirumoto family. Though a Mirumoto might insist that there are many different styles, all Dragon swordmastery can be classed together under the title Niten and nearly all Mirumoto bushi study the style. Aside from pure masters of the blade, the Mirumoto also have a few other notable groups of warriors: the Elite Guard, a corps of the most honorable and talented bushi in the family, and the Nemuranai Seekers, an organization of Mirumoto bushi who seek out magic items in order to catalogue them and prevent them from falling into the wrong hands. The other more martial family in the Dragon clan, the Kitsuki, is known more for its courtiers than for its warriors. It typically sends its more martial bushi to Mirumoto dojo for training. However, particularly promising youths are often chosen for the special training of the Kitsuki Investigator, which includes the techniques listed here and a selection of ninja maneuvers. In addition, in recent times Kitsuki Jotomon founded a new Kitsuki tradition called the Shinrai, which teaches Kitsuki techniques along with the Mirumoto Niten style of which she was herself a full master. Both the Mirumoto and Kitsuki schools typically train swordsages. Warblades are uncommon in the Dragon clan. THE WAY OF THE DRAGON Two Swords as One: Strike—Attack with two weapons. Let Him Go By: Counter—Ruin charge attack, force charging foe to move away from you. The Eyes See the Heart: Stance—Defeat lies and falsehoods. Way of the Dragon I: Stance—Gain +1/+2 shield bonus when using two swords. Breaking Waves: Counter—Defeat abilities that increase weapon damage. Defy the Enemy: Strike—Gain extra attack. The Empire Rests on Its Edge: Boost—Gain a bonus on attack rolls based on skill check. Heart of the Dragon: Counter—Grant shield bonus + 4 as AC bonus to ally My Brother’s Soul: Strike—Use targeted dispel magic effect. Half-Beat Strike: Counter—As an immediate action, provoke an attack, then counter. The Hand is My Sword: Stance—Make unarmed strikes and throw wakizashi. Hold the Enemy: Boost—Foes you strike must attack you or provoke attacks of opportunity. Way of the Dragon II: Stance—Gain +2/+4 shield bonus, other benefits when using two swords. Aid Shugenja: Counter—Enhance divine magic that targets you. Dragon’s Talons: Counter—Prevent spellcaster from casting defensively. Elemental Attunement: Boost—Resist magic more effectively. Standing on the Heavens: Counter—Force reroll on successful attack. The Victory of the Wind: Stance—Gain +1 insight bonus each time you successfully attack. Hojatsu's Technique: Boost—Make one extra attack with each weapon. Know the Enemy: Counter—Strike opponent who attacks you and misses. Way of the Dragon III: Stance—Gain +3/+6 shield bonus, other benefits when using two swords. The Cuts of Harmony: Counter—Deflect attack and redirect it against opponent. Dragon’s Eyes: Boost—Use true seeing. Steal the Spirits’ Strength: Strike—Use targeted greater dispel magic effect. The World is Empty: Boost—Gain insight bonus to all rolls based on maneuvers readied. Two Heavens as One: Counter—Wakizashi strike cancels foe’s attack. Truth is in the Killing: Boost—Prevent enemies from using maneuvers. The Unrighteous Must Fall: Strike—Gain extra damage against weakened foe. The Victory of the River: Strike—With each attack that hits, make another attack with increasing penalty. Way of the Dragon IV: Stance—Gain +4/+8 shield bonus, other benefits when using two swords. Dragon’s Teeth: Strike—Prevent spellcasting for 1 round. Master the Enemy: Counter—Reflect foe’s attack Mirumoto’s Technique: Boost—Make two extra attacks with each weapon. The River Sword: Counter—Make devastating counterattack against opponent who strikes you in melee. Way of the Dragon V: Stance—Gain +5/+10 shield bonus, other benefits when using two swords. AID SHUGENJA Dragon [Mirumoto]/Phoenix [Shiba] (Counter) Level: Swordsage 4, Warblade 4 Prerequisite: One Mirumoto or Shiba maneuver Initiation Action: 1 immediate action Range: Personal Target: You Through her study with the shugenja, the bushi learns to use her own personal energy to enhance a shugenja’s magic. Whenever you are the target of a divine spell, you can initiate this counter. The spell is treated as if the caster had used the Empower Spell metamagic feat, including the longer casting time. You cannot empower an already empowered spell with this maneuver. BREAKING WAVES Dragon (Counter) Level: Swordsage 2, Warblade 2 Initiation Action: 1 immediate action Range: Personal Target: You Breaking waves teaches the bushi one of Mirumoto’s greatest lessons—any tide can be stemmed, and any force can be used against itself. Emphasizing defensive movements and techniques creates a mindset that is the undoing of those who wish to overpower the bushi with flashy strikes. Whenever an opponent uses Power Attack, Reckless Attack, or other such abilities to gain a damage bonus (including charging), you can initiate this counter. Make a melee attack roll. If your result is greater than your foe’s attack roll, your opponent gains no damage bonus from these abilities. THE CUTS OF HARMONY Dragon [Kitsuki] (Counter) Level: Swordsage 6, Warblade 6 Prerequisites: Two Kitsuki maneuvers Initiation Action: 1 immediate action Range: Personal Target: You When you initiate this maneuver, you can attempt to block an enemy’s melee attack that targets you and redirect it to another target adjacent to you. Make a melee attack roll. If your result is greater than your foe’s attack roll, you deflect the strike and direct it against a target of your choice that stands adjacent to you. You must decide whether to initiate this maneuver after the enemy attacks, but before you know whether or not the attack you are attempting to deflect actually hits. If the attack misses, you can still attempt to deflect it. If you succeed in deflecting the attack, use the result of your opponent’s attack roll to determine if it strikes the new target. This maneuver functions only against armed melee attacks, you cannot use it against unarmed attacks, natural weapons, or touch spells. DEFY THE ENEMY Dragon [Kitsuki] (Strike) Level: Swordsage 2, Warblade 2 Initiation Action: 1 full-round action Range: Personal Target: You You can make an extra melee attack. As part of this maneuver, you take a full attack action and make your normal melee attacks. However, you can make one additional attack this round at your highest base attack bonus. All the attacks you make this round, including the extra attack granted by this maneuver, are made with a –2 penalty. DRAGON’S EYES Dragon [Mirumoto] (Boost) Level: Swordsage 6, Warblade 6 Prerequisites: Two Mirumoto maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round You can draw on your connection to the spirit world to see things as they truly are. When you initiate this maneuver, you gain arcane sight and true seeing, as the spells, for 1 round. This is an extraordinary ability. DRAGON’S TALONS Dragon [Mirumoto] (Counter) Level: Swordsage 4, Warblade 4 Prerequisite: One Mirumoto maneuver Initiation Action: 1 immediate action Range: Personal Target: You The Mirumoto Elite Guards develop an understanding of the ways of the kami so deep that they can dispel them with a forceful chi strike. When an enemy spellcaster attempts to cast a spell defensively in an adjacent space, you can initiate this counter and cause her Concentration check to automatically fail. DRAGON’S TEETH Dragon [Mirumoto] (Strike) Level: Swordsage 8, Warblade 8 Prerequisites: Three Mirumoto maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature Duration: 1 round Mirumoto Elite Guards learn how to completely disrupt creature’s chi, preventing them from focusing their energies. Make a melee attack. If successful, the target takes damage as normal and must also make a caster level check, opposed by your initiator level check. A failure means that the target is rendered completely unable to cast spells or use innate abilities, spell-like abilities, or Kiho feats for 1 round. ELEMENTAL ATTUNEMENT Dragon/Phoenix (Boost) Level: Swordsage 4, Warblade 4 Prerequisite: One Dragon or Phoenix maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round Bushi who train with the shugenja develop a special connection with the spirit world. You can draw on this connection to resist hostile magic. Whenever you make a saving throw that would allow you to reduce the effect of a spell, the spell’s effects are instead completely negated if the saving throw is successful. This applies only when making a saving throw against a divine spell or a spell with an elemental (Air, Earth, Fire, Water) or Void descriptor. THE EYES SEE THE HEART Dragon [Kitsuki] (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Kitsuki investigators have a keen awareness for falsehood. This stance grants a +5 competence bonus on Sense Motive checks. In addition, anyone attempting to lie in your presence must make a Will save (DC 10 + your Wisdom modifier). If this save fails, you immediately know that the subject is lying. This is an extraordinary ability. HALF-BEAT STRIKE Dragon (Counter) Level: Swordsage 3, Warblade 3 Prerequisite: One Dragon maneuver Initiation Action: 1 immediate action Range: Personal Target: You One of the signature techniques of the Dragon schools is the Half-Beat Strike. Performing this maneuver involves a series of staggered movements and feinted strikes, all intended to throw the opponent’s rhythm off just enough to give the bushi an advantage. When your enemy makes an attack of opportunity against you, but before you know the result of the attack, you can initiate this maneuver. If her attack misses, she provokes an attack of opportunity from you. If her attack of opportunity hits you, she provokes an attack of opportunity from any of your allies who threaten her. THE HAND IS MY SWORD Dragon [Kitsuki] (Stance) Level: Swordsage 3, Warblade 3 Prerequisite: One Kitsuki maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance The Jotomon Shinrai learn that they must be adaptable in combat to be truly powerful. While in this stance, you gain the Improved Unarmed Strike feat as a bonus feat and can throw a wakizashi without the usual –4 penalty. In addition, you can initiate any strike from the Dragon schools with a thrown weapon. The strike must be one that has a target of one creature. HEART OF THE DRAGON Dragon [Mirumoto] (Counter) Level: Swordsage 2, Warblade 2 Initiation Action: 1 immediate action Range: Personal Target: You Duration: Instantaneous As an immediate action, you grant an AC bonus to an adjacent ally equal to your shield bonus to AC + 4. You apply this bonus in response to a single melee or ranged attack that targets your ally. You can initiate this maneuver after an opponent makes his attack roll, but you must do so before you know whether the attack was a success or failure. HOJATSU'S TECHNIQUE Dragon [Mitumoto] (Boost) Level: Swordsage 5, Warblade 5 Prerequisites: Two Mirumoto maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn You can perform an extraordinary number of quick attacks. After initiating this boost, you can make one additional attack with your katana and wakizashi (to a maximum of two extra attacks if you wield both). These extra attacks are made at your highest attack bonus for each of your respective weapons. All of these attacks must be directed against the same opponent. HOLD THE ENEMY Dragon [Kitsuki] (Boost) Level: Swordsage 3, Warblade 3 Prerequisites: One Kitsuki maneuver Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round A Kitsuki investigator excels at controlling the battlefield around her. Her enemies must pay heed to the thread she poses. If they ignore her in favor of attacking other targets, she takes advantage of their lapses with a punishing counterattack. Each enemy you strike after initiating this maneuver becomes vulnerable to your further attacks. If such an opponent attacks anyone other than you in melee for the duration of the maneuver, that attack provokes an attack of opportunity from you (each separate attack a target makes provokes an attack of opportunity, making this boost especially lethal if you have Combat Reflexes). Enemies you strike become aware of the consequences of this maneuver. KNOW THE ENEMY Dragon [Kitsuki] (Counter) Level: Swordsage 5, Warblade 5 Prerequisite: Two Kitsuki maneuvers Initiation Action: 1 immediate action Range: Melee attack Target: One creature A Kitsuki investigator’s timing is such that he can step into the vulnerable areas of an opponent just after he is attacked. You can initiate this maneuver any time an opponent attempts a melee attack against you and misses. You gain an immediate counter attack against that opponent, and she is considered flat-footed for the attack. This is not an attack of opportunity. LET HIM GO BY Dragon [Mirumoto] (Counter) Level: Swordsage 1, Warblade 1 Initiation Action: 1 immediate action Range: Melee attack Target: One creature “When the enemy charges you with strength and urgency, let him go by.” — Mirumoto’s Niten. With this counter, you can attempt to redirect a creature that intends to make a charge attack against you. Immediately before the creature makes its charge attack, make your choice of an opposed Strength or Dexterity check against it. The target makes its check using the same ability you chose for your check. If you are of a larger size category than the attacking creature, you use your superior bulk to redirect your foe and gain a +4 bonus on your Strength check (if you opt for a Strength check). If you are of a smaller size category, you use leverage, misdirection, and trickery to gain a +4 bonus on your Dexterity check (if you use that option). If you succeed on the Strength or Dexterity check, the creature does not get to attack you. You can then move it up to 2 squares in a direction of your choice away from you. If you fail the Strength or Dexterity check, the creature gains a +2 bonus on its charge attack, in addition to the normal +2 bonus from taking the charge attack action. MASTER THE ENEMY Dragon [Kitsuki] (Counter) Level: Swordsage 8, Warblade 8 Prerequisite: Three Kitsuki maneuvers Initiation Action: 1 immediate action Range: Melee attack Target: One creature Once the Kitsuki has mastered his art, he is an irreproachable figure of honor and obvious ability, and a nearly impassible barrier to his foes. When an enemy attacks you on its turn, you can attempt to block the blow and send it back at that creature. You step into the attack and redirect it. This maneuver pits your skill against that of your foe. If an opponent attacks you, you can initiate this maneuver to make an opposed attack roll as an immediate action. If your foe’s result is higher, he attacks you as normal. If your result is higher, your foe rolls damage as normal for the attack and takes that much damage. MIRUMOTO’S TECHNIQUE Dragon [Mirumoto] (Boost) Level: Swordsage 8, Warblade 8 Prerequisites: Three Mirumoto maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: End of turn You make a flurry of deadly attacks. After initiating this boost, you can make two additional attacks with your katana and wakizashi (to a maximum of four extra attacks if you wield both). These extra attacks are made at your highest attack bonus for each of your respective weapons. You can spread these attacks out among the as many foes as you wish. MY BROTHER’S SOUL Dragon (Strike) Level: Swordsage 2, Warblade 2 Initiation Action: 1 standard action Range: Melee attack Target: One creature Dragon samurai, who train closely with the shugenja of their clan, are capable of talking to an erudite Agasha master about the ways of spellcraft for hours on end. This training teaches the bushi something else as well—how to defeat their brothers. This maneuver focuses on striking between the elements, anticipating the shugenja’s defensive tactics and abilities. As part of this maneuver, you make a normal melee attack roll. If this attack is successful, instead of dealing damage the strike acts as a targeted dispel magic effect with a caster level equal to your initiator level. This is an extraordinary ability. STEAL THE SPIRITS’ STRENGTH Dragon [Mirumoto] (Strike) Level: Swordsage 6, Warblade 6 Prerequisites: Two Mirumoto maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature The Nemuranai seekers train closely with the Tamori family, even more so than the normal close training that Mirumoto bushi receive. While they cannot command the kami as their shugenja brethren do, they are trained to sense them and affect them in subtle ways that aid them in their quest. As part of this maneuver, you make a normal melee attack roll. If this attack is successful, instead of dealing damage the strike acts as a targeted greater dispel magic or break enchantment effect (your choice) with a caster level equal to your initiator level check. This is an extraordinary. TRUTH IS IN THE KILLING Dragon (Boost) Level: Swordsage 7, Warblade 7 Prerequisites: Three Mirumoto maneuvers Initiation Action: 1 swift action Range: Personal Target: You Duration: 1 round Your overpowering will causes enemies to lose their focus. When you initiate this maneuver, you prevent any creature in your threatened area from initiating maneuvers until your next turn. TWO HEAVENS AS ONE Dragon [Mirumoto] (Counter) Level: Swordsage 7, Warblade7 Prerequisites: Two Mirumoto maneuvers Initiation Action: 1 immediate action Range: Melee attack Target: One creature As an immediate action, you can attempt an off-hand attack against an opponent you threaten. This attack is made with a –2 penalty. If your off-hand attack hits, your target’s next attack automatically misses. You can use this maneuver immediately after an opponent declares an attack, but you must do so before the attack’s result has been determined. TWO SWORDS AS ONE Dragon (Strike) Level: Swordsage 1, Warblade 1 Initiation Action: 1 standard action Range: Melee attack Target: One creature “Some people say I am a coward. A samurai’s duty is to protect his lord. Are they so simple-minded that they cannot see that two swords serve their lord better than one?” ~Mirumoto. You must fight with two weapons to use this maneuver. If you carry only one weapon, you can choose to make an unarmed strike with your off hand (as an unarmed attack) if you so wish. As part of this maneuver, you make an attack with both weapons you wield against one opponent. Both attacks must target the same creature, and you take a –2 penalty on each attack roll. If your first attack drops your foe to –1 hit points or fewer, you cannot make a second attack. THE UNRIGHTEOUS WILL FALL Dragon (Strike) Level: Swordsage 7, Warblade7 Prerequisites: Three Dragon maneuvers Initiation Action: 1 standard action Range: Melee attack Target: One creature You cut down your foes with brutal efficiency. As part of this maneuver, you make a melee attack against a creature. This attack deals an extra 4d6 points of damage. If the target’s current hit points are less than its full normal hit points, the attack instead deals an extra 6d6 points of damage. If its hit points are equal to or less than one-half its full normal hit points, the attack instead deals an extra 14d6 points of damage. WAY OF THE DRAGON I Dragon [Mirumoto] (Stance) Level: Swordsage 1, Warblade 1 Initiation Action: 1 swift action Range: Personal Target: You Duration: Stance Unique among the samurai of Rokugan, bushi of the Mirumoto family learn to fight with the katana in one hand and the wakizashi in the other. Unlike the style of the Two-Weapon Fighting feat, however, this technique does not teach the use of the off-hand weapon to attack. Instead, the wakizashi serves as a shield, granting a +1 shield bonus to your AC while you are wielding both weapons. When you are fighting defensively or using the total defense action, this shield bonus increases to +2. You do not suffer a penalty to your primary attack while wielding the wakizashi in this way. If you use the wakizashi to attack, you lose this AC bonus until your next action (Mirumoto strikes that utilize both weapons are exceptions to this). A magic wakizashi does not add its enhancement bonus to your AC unless it is a defending weapon or has been otherwise specially enhanced for defense. In addition, this stance allows you to use a katana as if you had the Exotic Weapon Proficiency (katana) feat. WAY OF THE DRAGON II Dragon [Mirumoto] (Stance) Level: Swordsage 3, Warblade 3 Prerequisite: One Mirumoto maneuver This stance functions like way of the dragon I, except as noted above and that it grants a +2 shield bonus to AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +4. This stance also allows you to make attacks of opportunity while using the total defense action. WAY OF THE DRAGON III Dragon [Mirumoto] (Stance) Level: Swordsage 5, Warblade 5 Prerequisites: Two Mirumoto maneuvers This stance functions like way of the dragon II, except as noted above and that it grants a +3 shield bonus to AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +6 and you can make one additional attack of opportunity per round. WAY OF THE DRAGON IV Dragon [Mirumoto] (Stance) Level: Swordsage 7, Warblade 7 Prerequisites: Three Mirumoto maneuvers This stance functions like way of the dragon III, except as noted above and that it grants a +4 shield bonus to AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +8 and you can use one counter per round without taking an immediate action. You cannot use the same maneuver two times in a round. In essence, one counter you use during the round does not require an immediate action. If you have already taken an immediate action within the past round, such as casting a feather fall spell, you can still use this stance to initiate a counter. WAY OF THE DRAGON V Dragon [Mirumoto] (Stance) Level: Swordsage 9, Warblade 9 Prerequisites: Four Mirumoto maneuvers This stance functions like way of the dragon IV, except as noted above and that it grants a +5 shield bonus to AC. When you are fighting defensively or using the total defense action, this shield bonus increases to +10 and you gain spell resistance equal to 10 + your initiator level. |
| Jaerom Darkwind12-01-07, 01:17 PM | Oh, I also updated a lot of the stuff in previous posts. |
| narukagami12-01-07, 01:45 PM | Oh, I also updated a lot of the stuff in previous posts. When are we going to see the other Clans? The previous work is amazing. |
| Jaerom Darkwind12-01-07, 02:01 PM | It took about a week to build Dragon, including compiling all previous material from the d10 and d20 systems, studying the theory behind Miyamoto Musashi's niten style, practicing with the European two-sword style that he based it on to better understand how it all fits together (these two steps were what lead me to base it almost entirely on stances and counters), combing ToB for equivalent maneuvers to save time making up new mechanics, converting d10 paths to d20, revising d20 feats and class features into maneuvers, and writing everything up all pretty. That was devoting every spare minute to it. If I have less free time or less interest, it would take longer. Next up is either Lion or Ronin. |
| Darryl_Licke12-04-07, 01:53 PM | has this been play tested? I'm integrating ToB into an OA themed home brew world and this would be great for some flavor as I could have the standard samurai and these "special" samurai. |
| Jaerom Darkwind12-04-07, 02:04 PM | No, it hasn't, but I'm confident of its internal balance. I'd be leary about mixing these and standnard ToB maneuvers in the same character, though, as this system wasn't designed to be compatible. No possible abuses spring readily to mind, but there are probably a few that players could map out. However, given the fact that Rokugani samurai would generally neither teach their maneuvers to outsiders nor be interested in studying anything other than their respective "superior" ancestral arts, it probably wouldn't be an issue. A Mirumoto swordsage should be balanced against a standard swordsage at all levels. BTW, Lion is next in the queue (the clan will consist primarily of warblades and crusaders), but first I need to revise Crane and Dragon one more time. The Crane arts of Mizu-do and Resplendent Yarijutsu are not represented, nor is the Dragon Kaze-do. Also, I think I may as well finish a few other abilities that fell through the cracks, like a few Crane polearm maneuvers and the Dragon's Fire school. |
| Hochiu12-05-07, 03:54 PM | Daw. No Crab yet? |D |